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.


Body Switch
A basic skill involving quickly switching the body with another plant, animal or inanimate object. This is used to confuse the opponent momentarily and create an opportunity to attack or possibly escape.

Information
Prerequisites: E-rank

Rank 1: The user may body switch against level E-C Jutsu.
Master: The user may body switch against level E-B Jutsu.

Special Action: The user may attempt to Body switch with an enemies clone. This requires the user to make a melee check against the clone.

Cost: Cost of Jutsu dodged +20% Cp.

Notes:
- May only be used once per round, and requires a full round of cool down before it may be used again.
- Cannot be done in the same round as any other 'Body Switch' type techniques.
- Does not require handseals and may be used reflexively.
- Cannot be used on Genjutsu, while bound, or against successful sneak attacks.
- The user must have a Kawarimi Target in their inventory or active clones on the field.
- This auto-dodges only a single action. If the action was a multi-hit, all hits would be avoided.
- During the cooldown time for this jutsu, the user suffer's a -3 dodge penalty.


Crystal Eye
A jutsu that allows the user to concentrate chakra into a small sphere of whatever minerals may be lying around, creating what resembles a glass eye. This eye can be used for surveillance and for spying purposes, capable of freely moving in the air to view its intended target.

Information
Prerequisites: D-rank

Rank 1: Grants the user +1 Awareness, with a 50% Chance of treating all the user's Visibility check against others as one rank higher.
Master: Grants the user +1 Awareness, and treats all the user's Visibility check against others as one rank higher.

Special Action: While the jutsu is active, the user may spend 1.5 Ap to focus upon the eye's vision and make an awareness check against all in battle. This battle check ignores smoke bombs or other concealing effects, and may only be done once per round.

Rank 1 Cost: 240 CP to initiate, 120 CP/Rnd
Master Cost: 300 CP to initiate, 150 CP/Rnd

Notes:
- This may last up to three rounds.
- A user of this technique can only have one eye out at any one time, but it does not count as a creation jutsu.
- This eye can be targeted and destroyed at -3 Accuracy.


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.


Energy Transfer
A technique used to create a link of chakra between the user and a target, bonding the two together in many ways. One of the most powerful aspects shared with this technique, is that it allows the two to transfer energy into one another, giving or taking chakra from each other so long as this technique is managed.

Information
Prerequisites: B-rank, 5 mastered NE jutsu

Rank 1: Transfers 1200 Cp between the user and the target. This has a 21% chance of activating the 'Non Elemental' effect.
Master: Transfers 1500 Cp between the user and the target. This has a 28% chance of activating the 'Non Elemental' effect.

Special Action: The user may spend additional Ap to transfer more chakra. For every 1 Ap remaining in contact the user may choose to give/take an additional 480/600 CP.

Cost: This jutsu only costs AP.

Notes:
- If used against an enemy, a Ninjutsu check is made between them and the target upon being used, and every additional Ap spent in contact.
- The user may choose to either take chakra or give chakra from the target.
- If chakra is taken, the user regains chakra equal to half the Cp damage.
- The amount of chakra taken cannot be reduced by damage reduction.
- The limit of chakra transferred may be increased by Ninjutsu buffs.
- The 'Non-Elemental' effect increases this jutsu's limit by +10%. This does not apply to caps.


Leech Seal
A seal that may be placed upon a target, which from that point on will gradually siphon the life and chakra from the victim and steadily restore the chakra and vitality of the user. This seal is only temporarily, and only remains active so long as the user remains nearby the victim.

Information
Prerequisites: B-rank, 5 NE Jutsu

Rank 1: Places the Leech seal upon a target at -2 Accuracy. Each round the victim loses 2% of their Max Hp and Cp.
Master: Places the Leech seal upon a target at -1 Accuracy. Each round the victim loses 2.5% of their Max Hp and Cp. The user has +1 to their maintain checks.

Special Action: By sacrificing either the Hp or Cp effects of the seal, the user may increase the other by +2%.

Cost: 1200 CP to place the seal

Notes:
- Uses Melee Accuracy to scribe the seal, and a Ninjutsu check each round after the first. Lasts up to three rounds.
- Half of the HP and CP damage dealt by this technique is added to the user's HP and CP.
- Any Hp/Cp regained by the victim while this seal is active requires a Ninjutsu check against the Sealer. If the Sealer succeeds, then the amount healed is split between the victim and the sealer.
- Per-round Hp/Cp regeneration does not stack if placed upon multiple targets. However, if the targets recover Hp/Cp the user may receive the benefits.


Rasengan
An advanced Ninjutsu that requires precise chakra control on the user's part, this skill creates a powerful vortex condensed into the form of a rapidly spinning sphere of chakra. This technique requires the user to constantly manipulate their chakra which allows this jutsu to grind through all substances and inflict major damage. With added chakra, the user may also attune this jutsu to Elements they are attuned to, or alter its size and shape...Yet as powerful as this is, this jutsu is still incomplete.

Information
Prerequisites: B-rank, 5 Mastered NE Jutsu, 3 Mastered Unarmed Taijutsu

Rank 1: Creates a sphere of violent chakra that deals 2200 damage. 'Non Elemental' and 'Nature Transformation' effects have a 21% chance of activating.
Master: Creates a sphere of violent chakra that deals 2500 damage. 'Non Elemental' and 'Nature Transformation' effects have a 28% chance of activating.

Special Action - Shape Transformation: When using this Jutsu, the user may alter the control of chakra within the sphere to give one of the following effects;
- +1 Accuracy and -10% Cp cost, but deal -5% base damage. (Stacks up to two times)
- +5% Base Damage, but lower accuracy by -1 and increase Cp cost by +10%. (Stacks up to two times)
- Used with Ninjutsu Accuracy

Special Action - Nature Transformation: By sacrificing the 'Non Elemental' effect, the user may choose to add an elemental affinity to the Rasengan. The user must have the affinity of the chosen element. If an advanced element is chosen, this reduces the elemental effect's chance of activating by -14%, but allows the Rasengan to activate both base element effects simultaneously.

Rank 1 Cost: 730 CP
Master Cost: 1000 CP

Notes:
- Does not require handseals and uses melee accuracy. Both Special Actions may be used simultaneously.
- If an affinity is added to the Rasengan, it is treated as a jutsu of that element (If not, it is NE).
- The 'Non-Elemental' effect increases this jutsu's damage by +10%. This does not apply to caps.
- Only one elemental effect may affect the target per round (Unless an advanced affinity is given to the Rasengan); you cannot stack effects by spamming Rasengan with different elements. Each effect is not automatic, and has a chance of activating.

- Fire grants the 'Sear' effect. The 'Sear' effect gives the target a 10% chance of taking critical damage to the next attack to hit them. If this is not successful, then they only take +10% damage from the attack. This does not stack.
- Wind grants the 'Wind Slice' effect. The 'Wind Slice' effect causes the attack to deal +5% base damage and raise bleeding one level.
- Lightning grants 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.
- Earth grants the 'Crush' effect. The 'Crush' effect causes suppression and raises the called shot level of a single limb chosen at random.
- Water grants the 'Cascade' effect. The 'Cascade' effect suppresses the target and allows the user to immediately follow up this Jutsu with any Water Ninjutsu of their choice. This follow-up gains +2 Accuracy.

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.


Chidori
A high ranked ninjutsu that concentrates a lethal amount of chakra into the palm of the user, creating a visible blade of Lightning that produces a high-pitched screeching similar to the chirping of a thousand birds. Though powerful, this chakra weighs down the arm of the user making this techique difficult to use...though with training, the user is able to perfect this technique to a lighter, more accurate technique that is said to have cut through a bolt of lightning.

Information
Prerequisites: B-rank, 4 Mastered Lightning Jutsu

Rank 1: Creates a blade of Lightning around the user's arm, dealing 2200 damage at -2 accuracy. This has a 21% chance of activating the 'Pierce' effect.
Master: Creates a blade of Lightning around the user's arm, dealing 2750 damage at -2 accuracy. This has a 28% chance of activating the 'Pierce' effect.

Special Action - Lightning Blade: This jutsu may be 'charged' for +30% Cp. This causes this jutsu to be modded as if costing 3.5 Ap (But still costs only 2.5 Ap), and is charged during the time of the user's last action up to the use of this jutsu. The user has a -2 dodge penalty during this time, and if the user takes damage equal to 10% of the Max Hp during this time, this jutsu loses -2 accuracy and -15% base damage. This grants the user a +7% chance to activate 'Pierce' and also activates 'Impale' at that time; this will not happen if the user took 10% of their max Hp damage.

Rank 1 Cost: 870 Cp
Master Cost: 1090 Cp

Notes:

- This jutsu uses Melee Accuracy.
- The 'Pierce' effect ignores DR, and destroys barriers, and increases bleeding by 1 level. This does not effect barriers of a higher level than this Jutsu.
- The 'Impale' effect increases bleeding by one level and has a 35% chance of dealing critical damage. Additionally, this disperses clones.


Wind Ninjutsu:
Shredding Touch
A Wind Technique in which the user channels wind chakra around their hands and feet, creating a blurred glow. When combined with Melee skills, the wind chakra cuts the opponent with each each rather than simply bruise them, and the cutting nature of the wind tends to strike sensitive points more often than usual.

Information
Prerequisites: D Rank

Rank 1:
While active, all melee taijutsu attacks made by the user have a 8% chance to cause the 'Wind Slice' effect.
Master: While active, all melee taijutsu attacks made by the user have a 12% chance to cause the 'Wind Slice' effect.

Rank 1 Cost: 215 CP to initiate, 110 Cp/rnd.
Master Cost: 270 CP to initiate, 140 Cp/rnd.

Notes:
- Lasts up to three rounds.
- Damage gains 'Wind' buffs while this is active.
- The 'Wind Slice' effect causes the attack to deal +5% base damage and raise bleeding one level.


Air Bullet
A jutsu that creates a condensed sphere of air, that when shot is capable of blowing the target off their feet, leaving them defenseless and open for a quick moment while they regain balance.

Information
Prerequisites: D Rank

Rank 1: Blows a gust of wind doing 685 damage at +1 Accuracy. This has a 12% chance of causing the 'Gaspless' effect.
Master: Blows a gust of wind doing 810 damage at +2 Accuracy. This has a 16% chance of causing the 'Gaspless' effect.

Special Action - Gale Palm: By paying +20% Cp, this jutsu may use Melee Accuracy, which increases the 'Gaspless' chance by +8% but lowers accuracy by -2.

Special Action - Air Barrage: By paying +10% Cp, the user may divide this attack into up to 3 smaller wind blasts. 90% of the base damage is divided equally into however many bursts of bullets are created, and each is made at +2 Accuracy. Base `Gaspless` chance is increased by +4% and then divided equally.

Rank 1 Cost: 215 Cp
Master Cost: 240 Cp

Notes:
- The 'Gaspless' effect inflicts suppression and causes the victim to pay +10% Ap to their next Action. This may only happen once per use.


Wind Scythe
As if led by some divine being of some sort, the user of this jutsu can truly be said to have mastered the art of viewing the skies as an ally. To call upon a slicing tendril of wind at will takes true skill, and even more so to control this portion of wind to do your bidding.

Information
Prerequisites: C Rank

Rank 1:
The user slices the air, creating a wind current that deal 1485 Damage at -2 Accuracy. This has a 12% chance of inflicting the 'Wind Slice' effect.
Master: The user slices the air, creating a wind current that deal 1770 Damage at -1 Accuracy. This has a 18% chance of inflicting the 'Wind Slice' effect.

Special Action - Blade of the Wind: By paying +20% Cp, the user may focus the air current around them in a nearly invisible wind blade. This deals +10% base damage though has an additional -1 Accuracy. This may use melee or Ninjutsu accuracy.

Special Action - Divine Wind: By paying +20% Cp, the user may divide 110% of the damage into up to 5 blades of wind. Each has -2 Accuracy.

Rank 1 Cost: 540 Cp
Master Cost: 620 Cp

Notes:
- Wind Slice may only raise bleeding once per use.
- The 'Wind Slice' effect causes the attack to deal +5% base damage and raise bleeding one level.


Wind Release
Infusing chakra into their breath, the user is able to blow air from their mouth to manipulate the force of air around them. While not condensed enough to cause harm, the force of this gust is more than enough to clear the surrounding area of distractions and lingering hazards, such as smoke or flames.

Information
Prerequisites: C Rank

Rank 1:
Creates powerful gust of wind that dispels effects that obscure the fields visibility. This also may dispel maintained Lightning D Rank and Below jutsu with a contested Ninjutsu check.
Master: Creates powerful gust of wind that dispels effects that obscure the fields visibility. This also may dispel maintained Lightning/Dust/Vapor jutsu C Rank and Below jutsu with a contested Ninjutsu check.

Cost: 560 Cp, with an additional +10% Cp cost for every jutsu attempted to dispel.

Notes:
- This may be used once per round.
- Effects that obscure the field refer to things such as Smoke bombs, Hidden Mist, Sandstorm Veil, and so on. This does not effect Level A+ effects.
- Dispelling any jutsu requires a Ninjutsu check between the user and the user of the contested technique. The user has a -2 penalty against B Rank effects.
- Dispelling smoke bombs is automatic, and prevents their effects from taking place for a full round.


Gale Force
A technique which skillfully manipulates the air to condense the wind around the user, drawing most of the nearby oxygen towards them. This makes fighting the user difficult as breathing quickly becomes a difficult process, and the victims begin to feel their bodies slow and tire quickly.

Information
Prerequisites: C Rank

Rank 1: Each time melee contact is made with the user, a Ninjutsu check is made. If the user succeeds this check, then the victim's action costs +15% Cp and they have a 12% chance of suffering the 'Gaspless' effect.
Master: Each time melee contact is made with the user, a Ninjutsu check is made. If the user succeeds this check, then the victim's action costs +15% Cp and they have a 16% chance of suffering the 'Gaspless' effect.

Special Action - Air Burst: While active, the user may pay the maintain cost to reflexively condense the air around them to block 30% of incoming damage from a single technique. However, this dispells the jutsu for the remainder of the round.

Rank 1 Cost: 500 Cp to initiate, 240 Cp/rnd
Master Cost: 620 Cp to initiate, 300 Cp/rnd

Note:
- Lasts up to two rounds.
- This jutsu effects those who use melee accuracy against the user or are targeted with melee accuracy by the user.
- The 'Gaspless' effect inflicts suppression and causes the victim to pay +10% Ap to their next Action. This may only happen once per use.
- Each time melee contact is made, a Ninjutsu check is made between the user and the target; if the user succeeds the enemy suffers the penalty towards their current action (If they attack the user) or their next action (If the user attacks them); this does not stack upon the same action.
- Due to the air drawn towards the user, the suffer a -2 dodge penalty to Fire Jutsu while this technique is active.


Wind Scar
A wind technique which involves the user channeling their chakra into the air, slicing at the air to create multiple currents of razor sharp wind, Each homing in on their opponent and shredding them apart before they knew what hit them. This technique leaves its victims as a Bloody Mess.

Information
Prerequisites: B Rank, 5 Mastered Wind Jutsu

Rank 1: Creates 3 Currents of Wind. Each Current strikes 4 Times at +1 Accuracy. Each strike deals 190 damage with a 21% chance of activating the 'Wind Shred' effect.
Master: Creates 3 Currents of Wind. Each Current strikes 4 Times at +1 Accuracy. Each strike deals 235 damage with a 28% chance of activating the 'Wind Shred' effect.

Special Action: By paying +20% Cp, the user may condense the attack into a single massive blast of wind, dealing 90% of the combined damage, however bypassing Damage Reduction/Barriers.

Special Action: By paying +20% Cp, the currents may be used as a called shot. This takes on all called shot penalties, and each current has a 7%/9%/11% chance of success; this is only checked once per current. Only two may be successful.

Rank 1 Cost: 655 Cp
Master Cost: 820 Cp

Notes:
- This jutsu may be used once per round.
- Only 10 hits may effect a target.
- The 'Wind Shred' effect causes the attack to deal +5% base damage. Should at least 5 strikes activate 'Wind Shred', the victim`s bleed rank is increased.


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


Basic Clone Visual
A simple Clone jutsu that causes the target to see multiple copies of the user.

Information
Prerequsites: D rank

Rank 1: Cast at -1DC dealing 230 Damage. Causes the target to see 1 Clone of the user for a full round.
Master Rank: Cast at -1DC dealing 290 Damage. Causes the target to see 2 Clones of the user for a full round.

Notes:
- There is no awareness check for clones. The user automatically is confused by them upon being successfuly hit with this technique.
- Clones are illusionary and cannot be dispersed physically.
- If the target identifies a Clone(s), they will be re-confused at the end of the round.
- Lasts until the target is aware of the genjutsu, no longer maintained, or a Full round has passed.

Rank 1 Cost: 175 CP, 90 Cp per round
Master Rank Cost: 215 Cp, 110 CP per round


Black Out Will
A Genjutsu that shuts down the victim's mind from completely recognizing anything, even the most simplest of things, despite witnessing it multiple times in their life.

Information
Prerequisite: C Rank

Rank 1: Targets at +1 Difficulty. Deals 380 damage. The user may declare up to 2 Action(s) of their own to be modded as a Hidden Action against the target.
Rank 2: Targets at +1 Difficulty. Deals 475 damage. The user may declare up to 3 Action(s) of their own to be modded as a Hidden Action against the target.

Special Action: By paying +20% Chakra Cost the user may decide to declare actions that they plan to use for the next round as hidden instead.

Notes:
- The BMod will send the actual round results to all those unaffected by this technique.

Rank 1 Cost: 285Cp
Master Rank Cost: 355Cp


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


Silly Fingers Kinetic
A genjutsu that causes the fingers to act on their own. The user has absolutely no control of them, thus making it quite difficult to carry a weapon and use handseals.

Information
Prerequisite: C Rank

Rank 1: Cast at normal DC dealing 300 Damage per round. Handseal based actions take +.25ap longer. Handseals have a 18% chance to fail.
Master: Cast at normal DC dealing 375 Damage per round. Handseals based actions take +.5ap longer. Handseals have a 21% chance to fail.

Note:
- May only cause handseals to fail once per round.
- May only be maintained for up to 3 rounds.

Rank 1 Cost: 300 CP to initiate, 150 CP to maintain
Master Cost: 375 CP to initiate, 190 CP to maintain


Phoenix Embrace Kinetic
A Genjutsu technique that causes an intense sensation of heat within the target to the point where they feel as if their body has been scorched horribly, the slightest touches causing pain..

Information
Prerequisite: B Rank

Rank 1:
Cast at normal DC and deals 300 Illusionary damage per round. The target takes +10% damage from all sources.
Master: Cast at normal DC and deals 375 Illusionary damage per round. The target takes +15% damage from all sources.

Special Action - Fire Lacing: For +20% of Phoenix Embrace's CP Cost, may instantly follow-up an offensive Fire based technique.

Note:
- The Illusionary Damage per round can be buffed by fire damage buffs as well as Illusionary damage buffs. Damage buff cap still applies.
- The special action may only be used once per cast.

Rank 1 Cost: 480 CP to initiate, 240 CP per round to maintain
Master Cost: 600 CP to initiate, 300 CP per round to maintain

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: 200 / 300
Agility: 240 / 300
Ninjutsu: 190 / 300
Taijutsu: 225 / 300
Genjutsu: 145 / 300
Chakra Control: 280% / 300


Power Level: 1280


Capped Points: 300


Topic: http://www.ninpocho.com/viewtopic.php?p=225354#p225354
WC: 285


New Stats (+15)
Stamina: 205 (+5) / 300
Agility: 245 (+5) / 300
Ninjutsu: 190 / 300
Taijutsu: 225 / 300
Genjutsu: 145 / 300
Chakra Control: 285% (+5) / 300


Power Level: 1280

ASP: 14 (+2)


Master: Air Bullet (8)
Master: Wind Release (10)


Plus 8500 yen from my mission is still needed please. (+11500 total)
 
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.


Body Switch
A basic skill involving quickly switching the body with another plant, animal or inanimate object. This is used to confuse the opponent momentarily and create an opportunity to attack or possibly escape.

Information
Prerequisites: E-rank

Rank 1: The user may body switch against level E-C Jutsu.
Master: The user may body switch against level E-B Jutsu.

Special Action: The user may attempt to Body switch with an enemies clone. This requires the user to make a melee check against the clone.

Cost: Cost of Jutsu dodged +20% Cp.

Notes:
- May only be used once per round, and requires a full round of cool down before it may be used again.
- Cannot be done in the same round as any other 'Body Switch' type techniques.
- Does not require handseals and may be used reflexively.
- Cannot be used on Genjutsu, while bound, or against successful sneak attacks.
- The user must have a Kawarimi Target in their inventory or active clones on the field.
- This auto-dodges only a single action. If the action was a multi-hit, all hits would be avoided.
- During the cooldown time for this jutsu, the user suffer's a -3 dodge penalty.


Crystal Eye
A jutsu that allows the user to concentrate chakra into a small sphere of whatever minerals may be lying around, creating what resembles a glass eye. This eye can be used for surveillance and for spying purposes, capable of freely moving in the air to view its intended target.

Information
Prerequisites: D-rank

Rank 1: Grants the user +1 Awareness, with a 50% Chance of treating all the user's Visibility check against others as one rank higher.
Master: Grants the user +1 Awareness, and treats all the user's Visibility check against others as one rank higher.

Special Action: While the jutsu is active, the user may spend 1.5 Ap to focus upon the eye's vision and make an awareness check against all in battle. This battle check ignores smoke bombs or other concealing effects, and may only be done once per round.

Rank 1 Cost: 240 CP to initiate, 120 CP/Rnd
Master Cost: 300 CP to initiate, 150 CP/Rnd

Notes:
- This may last up to three rounds.
- A user of this technique can only have one eye out at any one time, but it does not count as a creation jutsu.
- This eye can be targeted and destroyed at -3 Accuracy.


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.


Energy Transfer
A technique used to create a link of chakra between the user and a target, bonding the two together in many ways. One of the most powerful aspects shared with this technique, is that it allows the two to transfer energy into one another, giving or taking chakra from each other so long as this technique is managed.

Information
Prerequisites: B-rank, 5 mastered NE jutsu

Rank 1: Transfers 1200 Cp between the user and the target. This has a 21% chance of activating the 'Non Elemental' effect.
Master: Transfers 1500 Cp between the user and the target. This has a 28% chance of activating the 'Non Elemental' effect.

Special Action: The user may spend additional Ap to transfer more chakra. For every 1 Ap remaining in contact the user may choose to give/take an additional 480/600 CP.

Cost: This jutsu only costs AP.

Notes:
- If used against an enemy, a Ninjutsu check is made between them and the target upon being used, and every additional Ap spent in contact.
- The user may choose to either take chakra or give chakra from the target.
- If chakra is taken, the user regains chakra equal to half the Cp damage.
- The amount of chakra taken cannot be reduced by damage reduction.
- The limit of chakra transferred may be increased by Ninjutsu buffs.
- The 'Non-Elemental' effect increases this jutsu's limit by +10%. This does not apply to caps.


Leech Seal
A seal that may be placed upon a target, which from that point on will gradually siphon the life and chakra from the victim and steadily restore the chakra and vitality of the user. This seal is only temporarily, and only remains active so long as the user remains nearby the victim.

Information
Prerequisites: B-rank, 5 NE Jutsu

Rank 1: Places the Leech seal upon a target at -2 Accuracy. Each round the victim loses 2% of their Max Hp and Cp.
Master: Places the Leech seal upon a target at -1 Accuracy. Each round the victim loses 2.5% of their Max Hp and Cp. The user has +1 to their maintain checks.

Special Action: By sacrificing either the Hp or Cp effects of the seal, the user may increase the other by +2%.

Cost: 1200 CP to place the seal

Notes:
- Uses Melee Accuracy to scribe the seal, and a Ninjutsu check each round after the first. Lasts up to three rounds.
- Half of the HP and CP damage dealt by this technique is added to the user's HP and CP.
- Any Hp/Cp regained by the victim while this seal is active requires a Ninjutsu check against the Sealer. If the Sealer succeeds, then the amount healed is split between the victim and the sealer.
- Per-round Hp/Cp regeneration does not stack if placed upon multiple targets. However, if the targets recover Hp/Cp the user may receive the benefits.


Rasengan
An advanced Ninjutsu that requires precise chakra control on the user's part, this skill creates a powerful vortex condensed into the form of a rapidly spinning sphere of chakra. This technique requires the user to constantly manipulate their chakra which allows this jutsu to grind through all substances and inflict major damage. With added chakra, the user may also attune this jutsu to Elements they are attuned to, or alter its size and shape...Yet as powerful as this is, this jutsu is still incomplete.

Information
Prerequisites: B-rank, 5 Mastered NE Jutsu, 3 Mastered Unarmed Taijutsu

Rank 1: Creates a sphere of violent chakra that deals 2200 damage. 'Non Elemental' and 'Nature Transformation' effects have a 21% chance of activating.
Master: Creates a sphere of violent chakra that deals 2500 damage. 'Non Elemental' and 'Nature Transformation' effects have a 28% chance of activating.

Special Action - Shape Transformation: When using this Jutsu, the user may alter the control of chakra within the sphere to give one of the following effects;
- +1 Accuracy and -10% Cp cost, but deal -5% base damage. (Stacks up to two times)
- +5% Base Damage, but lower accuracy by -1 and increase Cp cost by +10%. (Stacks up to two times)
- Used with Ninjutsu Accuracy

Special Action - Nature Transformation: By sacrificing the 'Non Elemental' effect, the user may choose to add an elemental affinity to the Rasengan. The user must have the affinity of the chosen element. If an advanced element is chosen, this reduces the elemental effect's chance of activating by -14%, but allows the Rasengan to activate both base element effects simultaneously.

Rank 1 Cost: 730 CP
Master Cost: 1000 CP

Notes:
- Does not require handseals and uses melee accuracy. Both Special Actions may be used simultaneously.
- If an affinity is added to the Rasengan, it is treated as a jutsu of that element (If not, it is NE).
- The 'Non-Elemental' effect increases this jutsu's damage by +10%. This does not apply to caps.
- Only one elemental effect may affect the target per round (Unless an advanced affinity is given to the Rasengan); you cannot stack effects by spamming Rasengan with different elements. Each effect is not automatic, and has a chance of activating.

- Fire grants the 'Sear' effect. The 'Sear' effect gives the target a 10% chance of taking critical damage to the next attack to hit them. If this is not successful, then they only take +10% damage from the attack. This does not stack.
- Wind grants the 'Wind Slice' effect. The 'Wind Slice' effect causes the attack to deal +5% base damage and raise bleeding one level.
- Lightning grants 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.
- Earth grants the 'Crush' effect. The 'Crush' effect causes suppression and raises the called shot level of a single limb chosen at random.
- Water grants the 'Cascade' effect. The 'Cascade' effect suppresses the target and allows the user to immediately follow up this Jutsu with any Water Ninjutsu of their choice. This follow-up gains +2 Accuracy.

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.


Chidori
A high ranked ninjutsu that concentrates a lethal amount of chakra into the palm of the user, creating a visible blade of Lightning that produces a high-pitched screeching similar to the chirping of a thousand birds. Though powerful, this chakra weighs down the arm of the user making this techique difficult to use...though with training, the user is able to perfect this technique to a lighter, more accurate technique that is said to have cut through a bolt of lightning.

Information
Prerequisites: B-rank, 4 Mastered Lightning Jutsu

Rank 1: Creates a blade of Lightning around the user's arm, dealing 2200 damage at -2 accuracy. This has a 21% chance of activating the 'Pierce' effect.
Master: Creates a blade of Lightning around the user's arm, dealing 2750 damage at -2 accuracy. This has a 28% chance of activating the 'Pierce' effect.

Special Action - Lightning Blade: This jutsu may be 'charged' for +30% Cp. This causes this jutsu to be modded as if costing 3.5 Ap (But still costs only 2.5 Ap), and is charged during the time of the user's last action up to the use of this jutsu. The user has a -2 dodge penalty during this time, and if the user takes damage equal to 10% of the Max Hp during this time, this jutsu loses -2 accuracy and -15% base damage. This grants the user a +7% chance to activate 'Pierce' and also activates 'Impale' at that time; this will not happen if the user took 10% of their max Hp damage.

Rank 1 Cost: 870 Cp
Master Cost: 1090 Cp

Notes:

- This jutsu uses Melee Accuracy.
- The 'Pierce' effect ignores DR, and destroys barriers, and increases bleeding by 1 level. This does not effect barriers of a higher level than this Jutsu.
- The 'Impale' effect increases bleeding by one level and has a 35% chance of dealing critical damage. Additionally, this disperses clones.


Wind Ninjutsu:
Shredding Touch
A Wind Technique in which the user channels wind chakra around their hands and feet, creating a blurred glow. When combined with Melee skills, the wind chakra cuts the opponent with each each rather than simply bruise them, and the cutting nature of the wind tends to strike sensitive points more often than usual.

Information
Prerequisites: D Rank

Rank 1:
While active, all melee taijutsu attacks made by the user have a 8% chance to cause the 'Wind Slice' effect.
Master: While active, all melee taijutsu attacks made by the user have a 12% chance to cause the 'Wind Slice' effect.

Rank 1 Cost: 215 CP to initiate, 110 Cp/rnd.
Master Cost: 270 CP to initiate, 140 Cp/rnd.

Notes:
- Lasts up to three rounds.
- Damage gains 'Wind' buffs while this is active.
- The 'Wind Slice' effect causes the attack to deal +5% base damage and raise bleeding one level.


Air Bullet
A jutsu that creates a condensed sphere of air, that when shot is capable of blowing the target off their feet, leaving them defenseless and open for a quick moment while they regain balance.

Information
Prerequisites: D Rank

Rank 1: Blows a gust of wind doing 685 damage at +1 Accuracy. This has a 12% chance of causing the 'Gaspless' effect.
Master: Blows a gust of wind doing 810 damage at +2 Accuracy. This has a 16% chance of causing the 'Gaspless' effect.

Special Action - Gale Palm: By paying +20% Cp, this jutsu may use Melee Accuracy, which increases the 'Gaspless' chance by +8% but lowers accuracy by -2.

Special Action - Air Barrage: By paying +10% Cp, the user may divide this attack into up to 3 smaller wind blasts. 90% of the base damage is divided equally into however many bursts of bullets are created, and each is made at +2 Accuracy. Base `Gaspless` chance is increased by +4% and then divided equally.

Rank 1 Cost: 215 Cp
Master Cost: 240 Cp

Notes:
- The 'Gaspless' effect inflicts suppression and causes the victim to pay +10% Ap to their next Action. This may only happen once per use.


Wind Release
Infusing chakra into their breath, the user is able to blow air from their mouth to manipulate the force of air around them. While not condensed enough to cause harm, the force of this gust is more than enough to clear the surrounding area of distractions and lingering hazards, such as smoke or flames.

Information
Prerequisites: C Rank

Rank 1:
Creates powerful gust of wind that dispels effects that obscure the fields visibility. This also may dispel maintained Lightning D Rank and Below jutsu with a contested Ninjutsu check.
Master: Creates powerful gust of wind that dispels effects that obscure the fields visibility. This also may dispel maintained Lightning/Dust/Vapor jutsu C Rank and Below jutsu with a contested Ninjutsu check.

Cost: 560 Cp, with an additional +10% Cp cost for every jutsu attempted to dispel.

Notes:
- This may be used once per round.
- Effects that obscure the field refer to things such as Smoke bombs, Hidden Mist, Sandstorm Veil, and so on. This does not effect Level A+ effects.
- Dispelling any jutsu requires a Ninjutsu check between the user and the user of the contested technique. The user has a -2 penalty against B Rank effects.
- Dispelling smoke bombs is automatic, and prevents their effects from taking place for a full round.


Gale Force
A technique which skillfully manipulates the air to condense the wind around the user, drawing most of the nearby oxygen towards them. This makes fighting the user difficult as breathing quickly becomes a difficult process, and the victims begin to feel their bodies slow and tire quickly.

Information
Prerequisites: C Rank

Rank 1: Each time melee contact is made with the user, a Ninjutsu check is made. If the user succeeds this check, then the victim's action costs +15% Cp and they have a 12% chance of suffering the 'Gaspless' effect.
Master: Each time melee contact is made with the user, a Ninjutsu check is made. If the user succeeds this check, then the victim's action costs +15% Cp and they have a 16% chance of suffering the 'Gaspless' effect.

Special Action - Air Burst: While active, the user may pay the maintain cost to reflexively condense the air around them to block 30% of incoming damage from a single technique. However, this dispells the jutsu for the remainder of the round.

Rank 1 Cost: 500 Cp to initiate, 240 Cp/rnd
Master Cost: 620 Cp to initiate, 300 Cp/rnd

Note:
- Lasts up to two rounds.
- This jutsu effects those who use melee accuracy against the user or are targeted with melee accuracy by the user.
- The 'Gaspless' effect inflicts suppression and causes the victim to pay +10% Ap to their next Action. This may only happen once per use.
- Each time melee contact is made, a Ninjutsu check is made between the user and the target; if the user succeeds the enemy suffers the penalty towards their current action (If they attack the user) or their next action (If the user attacks them); this does not stack upon the same action.
- Due to the air drawn towards the user, the suffer a -2 dodge penalty to Fire Jutsu while this technique is active.


Wind Scar
A wind technique which involves the user channeling their chakra into the air, slicing at the air to create multiple currents of razor sharp wind, Each homing in on their opponent and shredding them apart before they knew what hit them. This technique leaves its victims as a Bloody Mess.

Information
Prerequisites: B Rank, 5 Mastered Wind Jutsu

Rank 1: Creates 3 Currents of Wind. Each Current strikes 4 Times at +1 Accuracy. Each strike deals 190 damage with a 21% chance of activating the 'Wind Shred' effect.
Master: Creates 3 Currents of Wind. Each Current strikes 4 Times at +1 Accuracy. Each strike deals 235 damage with a 28% chance of activating the 'Wind Shred' effect.

Special Action: By paying +20% Cp, the user may condense the attack into a single massive blast of wind, dealing 90% of the combined damage, however bypassing Damage Reduction/Barriers.

Special Action: By paying +20% Cp, the currents may be used as a called shot. This takes on all called shot penalties, and each current has a 7%/9%/11% chance of success; this is only checked once per current. Only two may be successful.

Rank 1 Cost: 655 Cp
Master Cost: 820 Cp

Notes:
- This jutsu may be used once per round.
- Only 10 hits may effect a target.
- The 'Wind Shred' effect causes the attack to deal +5% base damage. Should at least 5 strikes activate 'Wind Shred', the victim`s bleed rank is increased.


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


Basic Clone Visual
A simple Clone jutsu that causes the target to see multiple copies of the user.

Information
Prerequsites: D rank

Rank 1: Cast at -1DC dealing 230 Damage. Causes the target to see 1 Clone of the user for a full round.
Master Rank: Cast at -1DC dealing 290 Damage. Causes the target to see 2 Clones of the user for a full round.

Notes:
- There is no awareness check for clones. The user automatically is confused by them upon being successfuly hit with this technique.
- Clones are illusionary and cannot be dispersed physically.
- If the target identifies a Clone(s), they will be re-confused at the end of the round.
- Lasts until the target is aware of the genjutsu, no longer maintained, or a Full round has passed.

Rank 1 Cost: 175 CP, 90 Cp per round
Master Rank Cost: 215 Cp, 110 CP per round


Black Out Will
A Genjutsu that shuts down the victim's mind from completely recognizing anything, even the most simplest of things, despite witnessing it multiple times in their life.

Information
Prerequisite: C Rank

Rank 1: Targets at +1 Difficulty. Deals 380 damage. The user may declare up to 2 Action(s) of their own to be modded as a Hidden Action against the target.
Rank 2: Targets at +1 Difficulty. Deals 475 damage. The user may declare up to 3 Action(s) of their own to be modded as a Hidden Action against the target.

Special Action: By paying +20% Chakra Cost the user may decide to declare actions that they plan to use for the next round as hidden instead.

Notes:
- The BMod will send the actual round results to all those unaffected by this technique.

Rank 1 Cost: 285Cp
Master Rank Cost: 355Cp


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


Silly Fingers Kinetic
A genjutsu that causes the fingers to act on their own. The user has absolutely no control of them, thus making it quite difficult to carry a weapon and use handseals.

Information
Prerequisite: C Rank

Rank 1: Cast at normal DC dealing 300 Damage per round. Handseal based actions take +.25ap longer. Handseals have a 18% chance to fail.
Master: Cast at normal DC dealing 375 Damage per round. Handseals based actions take +.5ap longer. Handseals have a 21% chance to fail.

Note:
- May only cause handseals to fail once per round.
- May only be maintained for up to 3 rounds.

Rank 1 Cost: 300 CP to initiate, 150 CP to maintain
Master Cost: 375 CP to initiate, 190 CP to maintain

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: 200 / 300
Agility: 240 / 300
Ninjutsu: 190 / 300
Taijutsu: 225 / 300
Genjutsu: 145 / 300
Chakra Control: 280% / 300


Power Level: 1280


Capped Points: 300


Topic: http://www.ninpocho.com/viewtopic.php?p=225354#p225354
WC: 285


New Stats (+15)
Stamina: 205 (+5) / 300
Agility: 245 (+5) / 300
Ninjutsu: 190 / 300
Taijutsu: 225 / 300
Genjutsu: 145 / 300
Chakra Control: 285% (+5) / 300


Power Level: 1280

ASP: 14 (+2)


Master: Air Bullet (8)
Master: Wind Release (10)


Plus 8500 yen from my mission is still needed please. (+11500 total)

Approved, Yen on the way!
 
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.


Body Switch
A basic skill involving quickly switching the body with another plant, animal or inanimate object. This is used to confuse the opponent momentarily and create an opportunity to attack or possibly escape.

Information
Prerequisites: E-rank

Rank 1: The user may body switch against level E-C Jutsu.
Master: The user may body switch against level E-B Jutsu.

Special Action: The user may attempt to Body switch with an enemies clone. This requires the user to make a melee check against the clone.

Cost: Cost of Jutsu dodged +20% Cp.

Notes:
- May only be used once per round, and requires a full round of cool down before it may be used again.
- Cannot be done in the same round as any other 'Body Switch' type techniques.
- Does not require handseals and may be used reflexively.
- Cannot be used on Genjutsu, while bound, or against successful sneak attacks.
- The user must have a Kawarimi Target in their inventory or active clones on the field.
- This auto-dodges only a single action. If the action was a multi-hit, all hits would be avoided.
- During the cooldown time for this jutsu, the user suffer's a -3 dodge penalty.


Crystal Eye
A jutsu that allows the user to concentrate chakra into a small sphere of whatever minerals may be lying around, creating what resembles a glass eye. This eye can be used for surveillance and for spying purposes, capable of freely moving in the air to view its intended target.

Information
Prerequisites: D-rank

Rank 1: Grants the user +1 Awareness, with a 50% Chance of treating all the user's Visibility check against others as one rank higher.
Master: Grants the user +1 Awareness, and treats all the user's Visibility check against others as one rank higher.

Special Action: While the jutsu is active, the user may spend 1.5 Ap to focus upon the eye's vision and make an awareness check against all in battle. This battle check ignores smoke bombs or other concealing effects, and may only be done once per round.

Rank 1 Cost: 240 CP to initiate, 120 CP/Rnd
Master Cost: 300 CP to initiate, 150 CP/Rnd

Notes:
- This may last up to three rounds.
- A user of this technique can only have one eye out at any one time, but it does not count as a creation jutsu.
- This eye can be targeted and destroyed at -3 Accuracy.


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.


Energy Transfer
A technique used to create a link of chakra between the user and a target, bonding the two together in many ways. One of the most powerful aspects shared with this technique, is that it allows the two to transfer energy into one another, giving or taking chakra from each other so long as this technique is managed.

Information
Prerequisites: B-rank, 5 mastered NE jutsu

Rank 1: Transfers 1200 Cp between the user and the target. This has a 21% chance of activating the 'Non Elemental' effect.
Master: Transfers 1500 Cp between the user and the target. This has a 28% chance of activating the 'Non Elemental' effect.

Special Action: The user may spend additional Ap to transfer more chakra. For every 1 Ap remaining in contact the user may choose to give/take an additional 480/600 CP.

Cost: This jutsu only costs AP.

Notes:
- If used against an enemy, a Ninjutsu check is made between them and the target upon being used, and every additional Ap spent in contact.
- The user may choose to either take chakra or give chakra from the target.
- If chakra is taken, the user regains chakra equal to half the Cp damage.
- The amount of chakra taken cannot be reduced by damage reduction.
- The limit of chakra transferred may be increased by Ninjutsu buffs.
- The 'Non-Elemental' effect increases this jutsu's limit by +10%. This does not apply to caps.


Leech Seal
A seal that may be placed upon a target, which from that point on will gradually siphon the life and chakra from the victim and steadily restore the chakra and vitality of the user. This seal is only temporarily, and only remains active so long as the user remains nearby the victim.

Information
Prerequisites: B-rank, 5 NE Jutsu

Rank 1: Places the Leech seal upon a target at -2 Accuracy. Each round the victim loses 2% of their Max Hp and Cp.
Master: Places the Leech seal upon a target at -1 Accuracy. Each round the victim loses 2.5% of their Max Hp and Cp. The user has +1 to their maintain checks.

Special Action: By sacrificing either the Hp or Cp effects of the seal, the user may increase the other by +2%.

Cost: 1200 CP to place the seal

Notes:
- Uses Melee Accuracy to scribe the seal, and a Ninjutsu check each round after the first. Lasts up to three rounds.
- Half of the HP and CP damage dealt by this technique is added to the user's HP and CP.
- Any Hp/Cp regained by the victim while this seal is active requires a Ninjutsu check against the Sealer. If the Sealer succeeds, then the amount healed is split between the victim and the sealer.
- Per-round Hp/Cp regeneration does not stack if placed upon multiple targets. However, if the targets recover Hp/Cp the user may receive the benefits.


Rasengan
An advanced Ninjutsu that requires precise chakra control on the user's part, this skill creates a powerful vortex condensed into the form of a rapidly spinning sphere of chakra. This technique requires the user to constantly manipulate their chakra which allows this jutsu to grind through all substances and inflict major damage. With added chakra, the user may also attune this jutsu to Elements they are attuned to, or alter its size and shape...Yet as powerful as this is, this jutsu is still incomplete.

Information
Prerequisites: B-rank, 5 Mastered NE Jutsu, 3 Mastered Unarmed Taijutsu

Rank 1: Creates a sphere of violent chakra that deals 2200 damage. 'Non Elemental' and 'Nature Transformation' effects have a 21% chance of activating.
Master: Creates a sphere of violent chakra that deals 2500 damage. 'Non Elemental' and 'Nature Transformation' effects have a 28% chance of activating.

Special Action - Shape Transformation: When using this Jutsu, the user may alter the control of chakra within the sphere to give one of the following effects;
- +1 Accuracy and -10% Cp cost, but deal -5% base damage. (Stacks up to two times)
- +5% Base Damage, but lower accuracy by -1 and increase Cp cost by +10%. (Stacks up to two times)
- Used with Ninjutsu Accuracy

Special Action - Nature Transformation: By sacrificing the 'Non Elemental' effect, the user may choose to add an elemental affinity to the Rasengan. The user must have the affinity of the chosen element. If an advanced element is chosen, this reduces the elemental effect's chance of activating by -14%, but allows the Rasengan to activate both base element effects simultaneously.

Rank 1 Cost: 730 CP
Master Cost: 1000 CP

Notes:
- Does not require handseals and uses melee accuracy. Both Special Actions may be used simultaneously.
- If an affinity is added to the Rasengan, it is treated as a jutsu of that element (If not, it is NE).
- The 'Non-Elemental' effect increases this jutsu's damage by +10%. This does not apply to caps.
- Only one elemental effect may affect the target per round (Unless an advanced affinity is given to the Rasengan); you cannot stack effects by spamming Rasengan with different elements. Each effect is not automatic, and has a chance of activating.

- Fire grants the 'Sear' effect. The 'Sear' effect gives the target a 10% chance of taking critical damage to the next attack to hit them. If this is not successful, then they only take +10% damage from the attack. This does not stack.
- Wind grants the 'Wind Slice' effect. The 'Wind Slice' effect causes the attack to deal +5% base damage and raise bleeding one level.
- Lightning grants 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.
- Earth grants the 'Crush' effect. The 'Crush' effect causes suppression and raises the called shot level of a single limb chosen at random.
- Water grants the 'Cascade' effect. The 'Cascade' effect suppresses the target and allows the user to immediately follow up this Jutsu with any Water Ninjutsu of their choice. This follow-up gains +2 Accuracy.

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.


Chidori
A high ranked ninjutsu that concentrates a lethal amount of chakra into the palm of the user, creating a visible blade of Lightning that produces a high-pitched screeching similar to the chirping of a thousand birds. Though powerful, this chakra weighs down the arm of the user making this techique difficult to use...though with training, the user is able to perfect this technique to a lighter, more accurate technique that is said to have cut through a bolt of lightning.

Information
Prerequisites: B-rank, 4 Mastered Lightning Jutsu

Rank 1: Creates a blade of Lightning around the user's arm, dealing 2200 damage at -2 accuracy. This has a 21% chance of activating the 'Pierce' effect.
Master: Creates a blade of Lightning around the user's arm, dealing 2750 damage at -2 accuracy. This has a 28% chance of activating the 'Pierce' effect.

Special Action - Lightning Blade: This jutsu may be 'charged' for +30% Cp. This causes this jutsu to be modded as if costing 3.5 Ap (But still costs only 2.5 Ap), and is charged during the time of the user's last action up to the use of this jutsu. The user has a -2 dodge penalty during this time, and if the user takes damage equal to 10% of the Max Hp during this time, this jutsu loses -2 accuracy and -15% base damage. This grants the user a +7% chance to activate 'Pierce' and also activates 'Impale' at that time; this will not happen if the user took 10% of their max Hp damage.

Rank 1 Cost: 870 Cp
Master Cost: 1090 Cp

Notes:

- This jutsu uses Melee Accuracy.
- The 'Pierce' effect ignores DR, and destroys barriers, and increases bleeding by 1 level. This does not effect barriers of a higher level than this Jutsu.
- The 'Impale' effect increases bleeding by one level and has a 35% chance of dealing critical damage. Additionally, this disperses clones.


Wind Ninjutsu:
Shredding Touch
A Wind Technique in which the user channels wind chakra around their hands and feet, creating a blurred glow. When combined with Melee skills, the wind chakra cuts the opponent with each each rather than simply bruise them, and the cutting nature of the wind tends to strike sensitive points more often than usual.

Information
Prerequisites: D Rank

Rank 1:
While active, all melee taijutsu attacks made by the user have a 8% chance to cause the 'Wind Slice' effect.
Master: While active, all melee taijutsu attacks made by the user have a 12% chance to cause the 'Wind Slice' effect.

Rank 1 Cost: 215 CP to initiate, 110 Cp/rnd.
Master Cost: 270 CP to initiate, 140 Cp/rnd.

Notes:
- Lasts up to three rounds.
- Damage gains 'Wind' buffs while this is active.
- The 'Wind Slice' effect causes the attack to deal +5% base damage and raise bleeding one level.


Air Bullet
A jutsu that creates a condensed sphere of air, that when shot is capable of blowing the target off their feet, leaving them defenseless and open for a quick moment while they regain balance.

Information
Prerequisites: D Rank

Rank 1: Blows a gust of wind doing 685 damage at +1 Accuracy. This has a 12% chance of causing the 'Gaspless' effect.
Master: Blows a gust of wind doing 810 damage at +2 Accuracy. This has a 16% chance of causing the 'Gaspless' effect.

Special Action - Gale Palm: By paying +20% Cp, this jutsu may use Melee Accuracy, which increases the 'Gaspless' chance by +8% but lowers accuracy by -2.

Special Action - Air Barrage: By paying +10% Cp, the user may divide this attack into up to 3 smaller wind blasts. 90% of the base damage is divided equally into however many bursts of bullets are created, and each is made at +2 Accuracy. Base `Gaspless` chance is increased by +4% and then divided equally.

Rank 1 Cost: 215 Cp
Master Cost: 240 Cp

Notes:
- The 'Gaspless' effect inflicts suppression and causes the victim to pay +10% Ap to their next Action. This may only happen once per use.


Wind Scythe
As if led by some divine being of some sort, the user of this jutsu can truly be said to have mastered the art of viewing the skies as an ally. To call upon a slicing tendril of wind at will takes true skill, and even more so to control this portion of wind to do your bidding.

Information
Prerequisites: C Rank

Rank 1:
The user slices the air, creating a wind current that deal 1485 Damage at -2 Accuracy. This has a 12% chance of inflicting the 'Wind Slice' effect.
Master: The user slices the air, creating a wind current that deal 1770 Damage at -1 Accuracy. This has a 18% chance of inflicting the 'Wind Slice' effect.

Special Action - Blade of the Wind: By paying +20% Cp, the user may focus the air current around them in a nearly invisible wind blade. This deals +10% base damage though has an additional -1 Accuracy. This may use melee or Ninjutsu accuracy.

Special Action - Divine Wind: By paying +20% Cp, the user may divide 110% of the damage into up to 5 blades of wind. Each has -2 Accuracy.

Rank 1 Cost: 540 Cp
Master Cost: 620 Cp

Notes:
- Wind Slice may only raise bleeding once per use.
- The 'Wind Slice' effect causes the attack to deal +5% base damage and raise bleeding one level.


Wind Release
Infusing chakra into their breath, the user is able to blow air from their mouth to manipulate the force of air around them. While not condensed enough to cause harm, the force of this gust is more than enough to clear the surrounding area of distractions and lingering hazards, such as smoke or flames.

Information
Prerequisites: C Rank

Rank 1:
Creates powerful gust of wind that dispels effects that obscure the fields visibility. This also may dispel maintained Lightning D Rank and Below jutsu with a contested Ninjutsu check.
Master: Creates powerful gust of wind that dispels effects that obscure the fields visibility. This also may dispel maintained Lightning/Dust/Vapor jutsu C Rank and Below jutsu with a contested Ninjutsu check.

Cost: 560 Cp, with an additional +10% Cp cost for every jutsu attempted to dispel.

Notes:
- This may be used once per round.
- Effects that obscure the field refer to things such as Smoke bombs, Hidden Mist, Sandstorm Veil, and so on. This does not effect Level A+ effects.
- Dispelling any jutsu requires a Ninjutsu check between the user and the user of the contested technique. The user has a -2 penalty against B Rank effects.
- Dispelling smoke bombs is automatic, and prevents their effects from taking place for a full round.


Gale Force
A technique which skillfully manipulates the air to condense the wind around the user, drawing most of the nearby oxygen towards them. This makes fighting the user difficult as breathing quickly becomes a difficult process, and the victims begin to feel their bodies slow and tire quickly.

Information
Prerequisites: C Rank

Rank 1: Each time melee contact is made with the user, a Ninjutsu check is made. If the user succeeds this check, then the victim's action costs +15% Cp and they have a 12% chance of suffering the 'Gaspless' effect.
Master: Each time melee contact is made with the user, a Ninjutsu check is made. If the user succeeds this check, then the victim's action costs +15% Cp and they have a 16% chance of suffering the 'Gaspless' effect.

Special Action - Air Burst: While active, the user may pay the maintain cost to reflexively condense the air around them to block 30% of incoming damage from a single technique. However, this dispells the jutsu for the remainder of the round.

Rank 1 Cost: 500 Cp to initiate, 240 Cp/rnd
Master Cost: 620 Cp to initiate, 300 Cp/rnd

Note:
- Lasts up to two rounds.
- This jutsu effects those who use melee accuracy against the user or are targeted with melee accuracy by the user.
- The 'Gaspless' effect inflicts suppression and causes the victim to pay +10% Ap to their next Action. This may only happen once per use.
- Each time melee contact is made, a Ninjutsu check is made between the user and the target; if the user succeeds the enemy suffers the penalty towards their current action (If they attack the user) or their next action (If the user attacks them); this does not stack upon the same action.
- Due to the air drawn towards the user, the suffer a -2 dodge penalty to Fire Jutsu while this technique is active.


Wind Scar
A wind technique which involves the user channeling their chakra into the air, slicing at the air to create multiple currents of razor sharp wind, Each homing in on their opponent and shredding them apart before they knew what hit them. This technique leaves its victims as a Bloody Mess.

Information
Prerequisites: B Rank, 5 Mastered Wind Jutsu

Rank 1: Creates 3 Currents of Wind. Each Current strikes 4 Times at +1 Accuracy. Each strike deals 190 damage with a 21% chance of activating the 'Wind Shred' effect.
Master: Creates 3 Currents of Wind. Each Current strikes 4 Times at +1 Accuracy. Each strike deals 235 damage with a 28% chance of activating the 'Wind Shred' effect.

Special Action: By paying +20% Cp, the user may condense the attack into a single massive blast of wind, dealing 90% of the combined damage, however bypassing Damage Reduction/Barriers.

Special Action: By paying +20% Cp, the currents may be used as a called shot. This takes on all called shot penalties, and each current has a 7%/9%/11% chance of success; this is only checked once per current. Only two may be successful.

Rank 1 Cost: 655 Cp
Master Cost: 820 Cp

Notes:
- This jutsu may be used once per round.
- Only 10 hits may effect a target.
- The 'Wind Shred' effect causes the attack to deal +5% base damage. Should at least 5 strikes activate 'Wind Shred', the victim`s bleed rank is increased.


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


Basic Clone Visual
A simple Clone jutsu that causes the target to see multiple copies of the user.

Information
Prerequsites: D rank

Rank 1: Cast at -1DC dealing 230 Damage. Causes the target to see 1 Clone of the user for a full round.
Master Rank: Cast at -1DC dealing 290 Damage. Causes the target to see 2 Clones of the user for a full round.

Notes:
- There is no awareness check for clones. The user automatically is confused by them upon being successfuly hit with this technique.
- Clones are illusionary and cannot be dispersed physically.
- If the target identifies a Clone(s), they will be re-confused at the end of the round.
- Lasts until the target is aware of the genjutsu, no longer maintained, or a Full round has passed.

Rank 1 Cost: 175 CP, 90 Cp per round
Master Rank Cost: 215 Cp, 110 CP per round


Black Out Will
A Genjutsu that shuts down the victim's mind from completely recognizing anything, even the most simplest of things, despite witnessing it multiple times in their life.

Information
Prerequisite: C Rank

Rank 1: Targets at +1 Difficulty. Deals 380 damage. The user may declare up to 2 Action(s) of their own to be modded as a Hidden Action against the target.
Rank 2: Targets at +1 Difficulty. Deals 475 damage. The user may declare up to 3 Action(s) of their own to be modded as a Hidden Action against the target.

Special Action: By paying +20% Chakra Cost the user may decide to declare actions that they plan to use for the next round as hidden instead.

Notes:
- The BMod will send the actual round results to all those unaffected by this technique.

Rank 1 Cost: 285Cp
Master Rank Cost: 355Cp


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


Silly Fingers Kinetic
A genjutsu that causes the fingers to act on their own. The user has absolutely no control of them, thus making it quite difficult to carry a weapon and use handseals.

Information
Prerequisite: C Rank

Rank 1: Cast at normal DC dealing 300 Damage per round. Handseal based actions take +.25ap longer. Handseals have a 18% chance to fail.
Master: Cast at normal DC dealing 375 Damage per round. Handseals based actions take +.5ap longer. Handseals have a 21% chance to fail.

Note:
- May only cause handseals to fail once per round.
- May only be maintained for up to 3 rounds.

Rank 1 Cost: 300 CP to initiate, 150 CP to maintain
Master Cost: 375 CP to initiate, 190 CP to maintain

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: 205 / 300
Agility: 245 / 300
Ninjutsu: 190 / 300
Taijutsu: 225 / 300
Genjutsu: 145 / 300
Chakra Control: 285% / 300


Power Level: 1295


Capped Points: 300


Topic: http://www.ninpocho.com/viewtopic.php?p=225826#p225826
WC: 378


New Stats (+15)
Stamina: 210 (+5) / 300
Agility: 250 (+5) / 300
Ninjutsu: 190 / 300
Taijutsu: 225 / 300
Genjutsu: 145 / 300
Chakra Control: 290% (+5) / 300


Power Level: 1310

ASP: 14


Master: Wind Scythe (10)
Master: Gale Force (10)
 
Re: Annals of Yaku Sara

I approve of this training.

Prepare for yen.
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.


Body Switch
A basic skill involving quickly switching the body with another plant, animal or inanimate object. This is used to confuse the opponent momentarily and create an opportunity to attack or possibly escape.

Information
Prerequisites: E-rank

Rank 1: The user may body switch against level E-C Jutsu.
Master: The user may body switch against level E-B Jutsu.

Special Action: The user may attempt to Body switch with an enemies clone. This requires the user to make a melee check against the clone.

Cost: Cost of Jutsu dodged +20% Cp.

Notes:
- May only be used once per round, and requires a full round of cool down before it may be used again.
- Cannot be done in the same round as any other 'Body Switch' type techniques.
- Does not require handseals and may be used reflexively.
- Cannot be used on Genjutsu, while bound, or against successful sneak attacks.
- The user must have a Kawarimi Target in their inventory or active clones on the field.
- This auto-dodges only a single action. If the action was a multi-hit, all hits would be avoided.
- During the cooldown time for this jutsu, the user suffer's a -3 dodge penalty.


Crystal Eye
A jutsu that allows the user to concentrate chakra into a small sphere of whatever minerals may be lying around, creating what resembles a glass eye. This eye can be used for surveillance and for spying purposes, capable of freely moving in the air to view its intended target.

Information
Prerequisites: D-rank

Rank 1: Grants the user +1 Awareness, with a 50% Chance of treating all the user's Visibility check against others as one rank higher.
Master: Grants the user +1 Awareness, and treats all the user's Visibility check against others as one rank higher.

Special Action: While the jutsu is active, the user may spend 1.5 Ap to focus upon the eye's vision and make an awareness check against all in battle. This battle check ignores smoke bombs or other concealing effects, and may only be done once per round.

Rank 1 Cost: 240 CP to initiate, 120 CP/Rnd
Master Cost: 300 CP to initiate, 150 CP/Rnd

Notes:
- This may last up to three rounds.
- A user of this technique can only have one eye out at any one time, but it does not count as a creation jutsu.
- This eye can be targeted and destroyed at -3 Accuracy.


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.


Energy Transfer
A technique used to create a link of chakra between the user and a target, bonding the two together in many ways. One of the most powerful aspects shared with this technique, is that it allows the two to transfer energy into one another, giving or taking chakra from each other so long as this technique is managed.

Information
Prerequisites: B-rank, 5 mastered NE jutsu

Rank 1: Transfers 1200 Cp between the user and the target. This has a 21% chance of activating the 'Non Elemental' effect.
Master: Transfers 1500 Cp between the user and the target. This has a 28% chance of activating the 'Non Elemental' effect.

Special Action: The user may spend additional Ap to transfer more chakra. For every 1 Ap remaining in contact the user may choose to give/take an additional 480/600 CP.

Cost: This jutsu only costs AP.

Notes:
- If used against an enemy, a Ninjutsu check is made between them and the target upon being used, and every additional Ap spent in contact.
- The user may choose to either take chakra or give chakra from the target.
- If chakra is taken, the user regains chakra equal to half the Cp damage.
- The amount of chakra taken cannot be reduced by damage reduction.
- The limit of chakra transferred may be increased by Ninjutsu buffs.
- The 'Non-Elemental' effect increases this jutsu's limit by +10%. This does not apply to caps.


Leech Seal
A seal that may be placed upon a target, which from that point on will gradually siphon the life and chakra from the victim and steadily restore the chakra and vitality of the user. This seal is only temporarily, and only remains active so long as the user remains nearby the victim.

Information
Prerequisites: B-rank, 5 NE Jutsu

Rank 1: Places the Leech seal upon a target at -2 Accuracy. Each round the victim loses 2% of their Max Hp and Cp.
Master: Places the Leech seal upon a target at -1 Accuracy. Each round the victim loses 2.5% of their Max Hp and Cp. The user has +1 to their maintain checks.

Special Action: By sacrificing either the Hp or Cp effects of the seal, the user may increase the other by +2%.

Cost: 1200 CP to place the seal

Notes:
- Uses Melee Accuracy to scribe the seal, and a Ninjutsu check each round after the first. Lasts up to three rounds.
- Half of the HP and CP damage dealt by this technique is added to the user's HP and CP.
- Any Hp/Cp regained by the victim while this seal is active requires a Ninjutsu check against the Sealer. If the Sealer succeeds, then the amount healed is split between the victim and the sealer.
- Per-round Hp/Cp regeneration does not stack if placed upon multiple targets. However, if the targets recover Hp/Cp the user may receive the benefits.


Rasengan
An advanced Ninjutsu that requires precise chakra control on the user's part, this skill creates a powerful vortex condensed into the form of a rapidly spinning sphere of chakra. This technique requires the user to constantly manipulate their chakra which allows this jutsu to grind through all substances and inflict major damage. With added chakra, the user may also attune this jutsu to Elements they are attuned to, or alter its size and shape...Yet as powerful as this is, this jutsu is still incomplete.

Information
Prerequisites: B-rank, 5 Mastered NE Jutsu, 3 Mastered Unarmed Taijutsu

Rank 1: Creates a sphere of violent chakra that deals 2200 damage. 'Non Elemental' and 'Nature Transformation' effects have a 21% chance of activating.
Master: Creates a sphere of violent chakra that deals 2500 damage. 'Non Elemental' and 'Nature Transformation' effects have a 28% chance of activating.

Special Action - Shape Transformation: When using this Jutsu, the user may alter the control of chakra within the sphere to give one of the following effects;
- +1 Accuracy and -10% Cp cost, but deal -5% base damage. (Stacks up to two times)
- +5% Base Damage, but lower accuracy by -1 and increase Cp cost by +10%. (Stacks up to two times)
- Used with Ninjutsu Accuracy

Special Action - Nature Transformation: By sacrificing the 'Non Elemental' effect, the user may choose to add an elemental affinity to the Rasengan. The user must have the affinity of the chosen element. If an advanced element is chosen, this reduces the elemental effect's chance of activating by -14%, but allows the Rasengan to activate both base element effects simultaneously.

Rank 1 Cost: 730 CP
Master Cost: 1000 CP

Notes:
- Does not require handseals and uses melee accuracy. Both Special Actions may be used simultaneously.
- If an affinity is added to the Rasengan, it is treated as a jutsu of that element (If not, it is NE).
- The 'Non-Elemental' effect increases this jutsu's damage by +10%. This does not apply to caps.
- Only one elemental effect may affect the target per round (Unless an advanced affinity is given to the Rasengan); you cannot stack effects by spamming Rasengan with different elements. Each effect is not automatic, and has a chance of activating.

- Fire grants the 'Sear' effect. The 'Sear' effect gives the target a 10% chance of taking critical damage to the next attack to hit them. If this is not successful, then they only take +10% damage from the attack. This does not stack.
- Wind grants the 'Wind Slice' effect. The 'Wind Slice' effect causes the attack to deal +5% base damage and raise bleeding one level.
- Lightning grants 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.
- Earth grants the 'Crush' effect. The 'Crush' effect causes suppression and raises the called shot level of a single limb chosen at random.
- Water grants the 'Cascade' effect. The 'Cascade' effect suppresses the target and allows the user to immediately follow up this Jutsu with any Water Ninjutsu of their choice. This follow-up gains +2 Accuracy.

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.


Chidori
A high ranked ninjutsu that concentrates a lethal amount of chakra into the palm of the user, creating a visible blade of Lightning that produces a high-pitched screeching similar to the chirping of a thousand birds. Though powerful, this chakra weighs down the arm of the user making this techique difficult to use...though with training, the user is able to perfect this technique to a lighter, more accurate technique that is said to have cut through a bolt of lightning.

Information
Prerequisites: B-rank, 4 Mastered Lightning Jutsu

Rank 1: Creates a blade of Lightning around the user's arm, dealing 2200 damage at -2 accuracy. This has a 21% chance of activating the 'Pierce' effect.
Master: Creates a blade of Lightning around the user's arm, dealing 2750 damage at -2 accuracy. This has a 28% chance of activating the 'Pierce' effect.

Special Action - Lightning Blade: This jutsu may be 'charged' for +30% Cp. This causes this jutsu to be modded as if costing 3.5 Ap (But still costs only 2.5 Ap), and is charged during the time of the user's last action up to the use of this jutsu. The user has a -2 dodge penalty during this time, and if the user takes damage equal to 10% of the Max Hp during this time, this jutsu loses -2 accuracy and -15% base damage. This grants the user a +7% chance to activate 'Pierce' and also activates 'Impale' at that time; this will not happen if the user took 10% of their max Hp damage.

Rank 1 Cost: 870 Cp
Master Cost: 1090 Cp

Notes:

- This jutsu uses Melee Accuracy.
- The 'Pierce' effect ignores DR, and destroys barriers, and increases bleeding by 1 level. This does not effect barriers of a higher level than this Jutsu.
- The 'Impale' effect increases bleeding by one level and has a 35% chance of dealing critical damage. Additionally, this disperses clones.


Wind Ninjutsu:
Shredding Touch
A Wind Technique in which the user channels wind chakra around their hands and feet, creating a blurred glow. When combined with Melee skills, the wind chakra cuts the opponent with each each rather than simply bruise them, and the cutting nature of the wind tends to strike sensitive points more often than usual.

Information
Prerequisites: D Rank

Rank 1:
While active, all melee taijutsu attacks made by the user have a 8% chance to cause the 'Wind Slice' effect.
Master: While active, all melee taijutsu attacks made by the user have a 12% chance to cause the 'Wind Slice' effect.

Rank 1 Cost: 215 CP to initiate, 110 Cp/rnd.
Master Cost: 270 CP to initiate, 140 Cp/rnd.

Notes:
- Lasts up to three rounds.
- Damage gains 'Wind' buffs while this is active.
- The 'Wind Slice' effect causes the attack to deal +5% base damage and raise bleeding one level.


Air Bullet
A jutsu that creates a condensed sphere of air, that when shot is capable of blowing the target off their feet, leaving them defenseless and open for a quick moment while they regain balance.

Information
Prerequisites: D Rank

Rank 1: Blows a gust of wind doing 685 damage at +1 Accuracy. This has a 12% chance of causing the 'Gaspless' effect.
Master: Blows a gust of wind doing 810 damage at +2 Accuracy. This has a 16% chance of causing the 'Gaspless' effect.

Special Action - Gale Palm: By paying +20% Cp, this jutsu may use Melee Accuracy, which increases the 'Gaspless' chance by +8% but lowers accuracy by -2.

Special Action - Air Barrage: By paying +10% Cp, the user may divide this attack into up to 3 smaller wind blasts. 90% of the base damage is divided equally into however many bursts of bullets are created, and each is made at +2 Accuracy. Base `Gaspless` chance is increased by +4% and then divided equally.

Rank 1 Cost: 215 Cp
Master Cost: 240 Cp

Notes:
- The 'Gaspless' effect inflicts suppression and causes the victim to pay +10% Ap to their next Action. This may only happen once per use.


Wind Release
Infusing chakra into their breath, the user is able to blow air from their mouth to manipulate the force of air around them. While not condensed enough to cause harm, the force of this gust is more than enough to clear the surrounding area of distractions and lingering hazards, such as smoke or flames.

Information
Prerequisites: C Rank

Rank 1:
Creates powerful gust of wind that dispels effects that obscure the fields visibility. This also may dispel maintained Lightning D Rank and Below jutsu with a contested Ninjutsu check.
Master: Creates powerful gust of wind that dispels effects that obscure the fields visibility. This also may dispel maintained Lightning/Dust/Vapor jutsu C Rank and Below jutsu with a contested Ninjutsu check.

Cost: 560 Cp, with an additional +10% Cp cost for every jutsu attempted to dispel.

Notes:
- This may be used once per round.
- Effects that obscure the field refer to things such as Smoke bombs, Hidden Mist, Sandstorm Veil, and so on. This does not effect Level A+ effects.
- Dispelling any jutsu requires a Ninjutsu check between the user and the user of the contested technique. The user has a -2 penalty against B Rank effects.
- Dispelling smoke bombs is automatic, and prevents their effects from taking place for a full round.


Gale Force
A technique which skillfully manipulates the air to condense the wind around the user, drawing most of the nearby oxygen towards them. This makes fighting the user difficult as breathing quickly becomes a difficult process, and the victims begin to feel their bodies slow and tire quickly.

Information
Prerequisites: C Rank

Rank 1: Each time melee contact is made with the user, a Ninjutsu check is made. If the user succeeds this check, then the victim's action costs +15% Cp and they have a 12% chance of suffering the 'Gaspless' effect.
Master: Each time melee contact is made with the user, a Ninjutsu check is made. If the user succeeds this check, then the victim's action costs +15% Cp and they have a 16% chance of suffering the 'Gaspless' effect.

Special Action - Air Burst: While active, the user may pay the maintain cost to reflexively condense the air around them to block 30% of incoming damage from a single technique. However, this dispells the jutsu for the remainder of the round.

Rank 1 Cost: 500 Cp to initiate, 240 Cp/rnd
Master Cost: 620 Cp to initiate, 300 Cp/rnd

Note:
- Lasts up to two rounds.
- This jutsu effects those who use melee accuracy against the user or are targeted with melee accuracy by the user.
- The 'Gaspless' effect inflicts suppression and causes the victim to pay +10% Ap to their next Action. This may only happen once per use.
- Each time melee contact is made, a Ninjutsu check is made between the user and the target; if the user succeeds the enemy suffers the penalty towards their current action (If they attack the user) or their next action (If the user attacks them); this does not stack upon the same action.
- Due to the air drawn towards the user, the suffer a -2 dodge penalty to Fire Jutsu while this technique is active.


Wind Scar
A wind technique which involves the user channeling their chakra into the air, slicing at the air to create multiple currents of razor sharp wind, Each homing in on their opponent and shredding them apart before they knew what hit them. This technique leaves its victims as a Bloody Mess.

Information
Prerequisites: B Rank, 5 Mastered Wind Jutsu

Rank 1: Creates 3 Currents of Wind. Each Current strikes 4 Times at +1 Accuracy. Each strike deals 190 damage with a 21% chance of activating the 'Wind Shred' effect.
Master: Creates 3 Currents of Wind. Each Current strikes 4 Times at +1 Accuracy. Each strike deals 235 damage with a 28% chance of activating the 'Wind Shred' effect.

Special Action: By paying +20% Cp, the user may condense the attack into a single massive blast of wind, dealing 90% of the combined damage, however bypassing Damage Reduction/Barriers.

Special Action: By paying +20% Cp, the currents may be used as a called shot. This takes on all called shot penalties, and each current has a 7%/9%/11% chance of success; this is only checked once per current. Only two may be successful.

Rank 1 Cost: 655 Cp
Master Cost: 820 Cp

Notes:
- This jutsu may be used once per round.
- Only 10 hits may effect a target.
- The 'Wind Shred' effect causes the attack to deal +5% base damage. Should at least 5 strikes activate 'Wind Shred', the victim`s bleed rank is increased.


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


Basic Clone Visual
A simple Clone jutsu that causes the target to see multiple copies of the user.

Information
Prerequsites: D rank

Rank 1: Cast at -1DC dealing 230 Damage. Causes the target to see 1 Clone of the user for a full round.
Master Rank: Cast at -1DC dealing 290 Damage. Causes the target to see 2 Clones of the user for a full round.

Notes:
- There is no awareness check for clones. The user automatically is confused by them upon being successfuly hit with this technique.
- Clones are illusionary and cannot be dispersed physically.
- If the target identifies a Clone(s), they will be re-confused at the end of the round.
- Lasts until the target is aware of the genjutsu, no longer maintained, or a Full round has passed.

Rank 1 Cost: 175 CP, 90 Cp per round
Master Rank Cost: 215 Cp, 110 CP per round


Black Out Will
A Genjutsu that shuts down the victim's mind from completely recognizing anything, even the most simplest of things, despite witnessing it multiple times in their life.

Information
Prerequisite: C Rank

Rank 1: Targets at +1 Difficulty. Deals 380 damage. The user may declare up to 2 Action(s) of their own to be modded as a Hidden Action against the target.
Rank 2: Targets at +1 Difficulty. Deals 475 damage. The user may declare up to 3 Action(s) of their own to be modded as a Hidden Action against the target.

Special Action: By paying +20% Chakra Cost the user may decide to declare actions that they plan to use for the next round as hidden instead.

Notes:
- The BMod will send the actual round results to all those unaffected by this technique.

Rank 1 Cost: 285Cp
Master Rank Cost: 355Cp


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


Silly Fingers Kinetic
A genjutsu that causes the fingers to act on their own. The user has absolutely no control of them, thus making it quite difficult to carry a weapon and use handseals.

Information
Prerequisite: C Rank

Rank 1: Cast at normal DC dealing 300 Damage per round. Handseal based actions take +.25ap longer. Handseals have a 18% chance to fail.
Master: Cast at normal DC dealing 375 Damage per round. Handseals based actions take +.5ap longer. Handseals have a 21% chance to fail.

Note:
- May only cause handseals to fail once per round.
- May only be maintained for up to 3 rounds.

Rank 1 Cost: 300 CP to initiate, 150 CP to maintain
Master Cost: 375 CP to initiate, 190 CP to maintain

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: 205 / 300
Agility: 245 / 300
Ninjutsu: 190 / 300
Taijutsu: 225 / 300
Genjutsu: 145 / 300
Chakra Control: 285% / 300


Power Level: 1295


Capped Points: 300


Topic: http://www.ninpocho.com/viewtopic.php?p=225826#p225826
WC: 378


New Stats (+15)
Stamina: 210 (+5) / 300
Agility: 250 (+5) / 300
Ninjutsu: 190 / 300
Taijutsu: 225 / 300
Genjutsu: 145 / 300
Chakra Control: 290% (+5) / 300


Power Level: 1310

ASP: 14


Master: Wind Scythe (10)
Master: Gale Force (10)
 
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.


Body Switch
A basic skill involving quickly switching the body with another plant, animal or inanimate object. This is used to confuse the opponent momentarily and create an opportunity to attack or possibly escape.

Information
Prerequisites: E-rank

Rank 1: The user may body switch against level E-C Jutsu.
Master: The user may body switch against level E-B Jutsu.

Special Action: The user may attempt to Body switch with an enemies clone. This requires the user to make a melee check against the clone.

Cost: Cost of Jutsu dodged +20% Cp.

Notes:
- May only be used once per round, and requires a full round of cool down before it may be used again.
- Cannot be done in the same round as any other 'Body Switch' type techniques.
- Does not require handseals and may be used reflexively.
- Cannot be used on Genjutsu, while bound, or against successful sneak attacks.
- The user must have a Kawarimi Target in their inventory or active clones on the field.
- This auto-dodges only a single action. If the action was a multi-hit, all hits would be avoided.
- During the cooldown time for this jutsu, the user suffer's a -3 dodge penalty.


Crystal Eye
A jutsu that allows the user to concentrate chakra into a small sphere of whatever minerals may be lying around, creating what resembles a glass eye. This eye can be used for surveillance and for spying purposes, capable of freely moving in the air to view its intended target.

Information
Prerequisites: D-rank

Rank 1: Grants the user +1 Awareness, with a 50% Chance of treating all the user's Visibility check against others as one rank higher.
Master: Grants the user +1 Awareness, and treats all the user's Visibility check against others as one rank higher.

Special Action: While the jutsu is active, the user may spend 1.5 Ap to focus upon the eye's vision and make an awareness check against all in battle. This battle check ignores smoke bombs or other concealing effects, and may only be done once per round.

Rank 1 Cost: 240 CP to initiate, 120 CP/Rnd
Master Cost: 300 CP to initiate, 150 CP/Rnd

Notes:
- This may last up to three rounds.
- A user of this technique can only have one eye out at any one time, but it does not count as a creation jutsu.
- This eye can be targeted and destroyed at -3 Accuracy.


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.


Energy Transfer
A technique used to create a link of chakra between the user and a target, bonding the two together in many ways. One of the most powerful aspects shared with this technique, is that it allows the two to transfer energy into one another, giving or taking chakra from each other so long as this technique is managed.

Information
Prerequisites: B-rank, 5 mastered NE jutsu

Rank 1: Transfers 1200 Cp between the user and the target. This has a 21% chance of activating the 'Non Elemental' effect.
Master: Transfers 1500 Cp between the user and the target. This has a 28% chance of activating the 'Non Elemental' effect.

Special Action: The user may spend additional Ap to transfer more chakra. For every 1 Ap remaining in contact the user may choose to give/take an additional 480/600 CP.

Cost: This jutsu only costs AP.

Notes:
- If used against an enemy, a Ninjutsu check is made between them and the target upon being used, and every additional Ap spent in contact.
- The user may choose to either take chakra or give chakra from the target.
- If chakra is taken, the user regains chakra equal to half the Cp damage.
- The amount of chakra taken cannot be reduced by damage reduction.
- The limit of chakra transferred may be increased by Ninjutsu buffs.
- The 'Non-Elemental' effect increases this jutsu's limit by +10%. This does not apply to caps.


Leech Seal
A seal that may be placed upon a target, which from that point on will gradually siphon the life and chakra from the victim and steadily restore the chakra and vitality of the user. This seal is only temporarily, and only remains active so long as the user remains nearby the victim.

Information
Prerequisites: B-rank, 5 NE Jutsu

Rank 1: Places the Leech seal upon a target at -2 Accuracy. Each round the victim loses 2% of their Max Hp and Cp.
Master: Places the Leech seal upon a target at -1 Accuracy. Each round the victim loses 2.5% of their Max Hp and Cp. The user has +1 to their maintain checks.

Special Action: By sacrificing either the Hp or Cp effects of the seal, the user may increase the other by +2%.

Cost: 1200 CP to place the seal

Notes:
- Uses Melee Accuracy to scribe the seal, and a Ninjutsu check each round after the first. Lasts up to three rounds.
- Half of the HP and CP damage dealt by this technique is added to the user's HP and CP.
- Any Hp/Cp regained by the victim while this seal is active requires a Ninjutsu check against the Sealer. If the Sealer succeeds, then the amount healed is split between the victim and the sealer.
- Per-round Hp/Cp regeneration does not stack if placed upon multiple targets. However, if the targets recover Hp/Cp the user may receive the benefits.


Rasengan
An advanced Ninjutsu that requires precise chakra control on the user's part, this skill creates a powerful vortex condensed into the form of a rapidly spinning sphere of chakra. This technique requires the user to constantly manipulate their chakra which allows this jutsu to grind through all substances and inflict major damage. With added chakra, the user may also attune this jutsu to Elements they are attuned to, or alter its size and shape...Yet as powerful as this is, this jutsu is still incomplete.

Information
Prerequisites: B-rank, 5 Mastered NE Jutsu, 3 Mastered Unarmed Taijutsu

Rank 1: Creates a sphere of violent chakra that deals 2200 damage. 'Non Elemental' and 'Nature Transformation' effects have a 21% chance of activating.
Master: Creates a sphere of violent chakra that deals 2500 damage. 'Non Elemental' and 'Nature Transformation' effects have a 28% chance of activating.

Special Action - Shape Transformation: When using this Jutsu, the user may alter the control of chakra within the sphere to give one of the following effects;
- +1 Accuracy and -10% Cp cost, but deal -5% base damage. (Stacks up to two times)
- +5% Base Damage, but lower accuracy by -1 and increase Cp cost by +10%. (Stacks up to two times)
- Used with Ninjutsu Accuracy

Special Action - Nature Transformation: By sacrificing the 'Non Elemental' effect, the user may choose to add an elemental affinity to the Rasengan. The user must have the affinity of the chosen element. If an advanced element is chosen, this reduces the elemental effect's chance of activating by -14%, but allows the Rasengan to activate both base element effects simultaneously.

Rank 1 Cost: 730 CP
Master Cost: 1000 CP

Notes:
- Does not require handseals and uses melee accuracy. Both Special Actions may be used simultaneously.
- If an affinity is added to the Rasengan, it is treated as a jutsu of that element (If not, it is NE).
- The 'Non-Elemental' effect increases this jutsu's damage by +10%. This does not apply to caps.
- Only one elemental effect may affect the target per round (Unless an advanced affinity is given to the Rasengan); you cannot stack effects by spamming Rasengan with different elements. Each effect is not automatic, and has a chance of activating.

- Fire grants the 'Sear' effect. The 'Sear' effect gives the target a 10% chance of taking critical damage to the next attack to hit them. If this is not successful, then they only take +10% damage from the attack. This does not stack.
- Wind grants the 'Wind Slice' effect. The 'Wind Slice' effect causes the attack to deal +5% base damage and raise bleeding one level.
- Lightning grants 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.
- Earth grants the 'Crush' effect. The 'Crush' effect causes suppression and raises the called shot level of a single limb chosen at random.
- Water grants the 'Cascade' effect. The 'Cascade' effect suppresses the target and allows the user to immediately follow up this Jutsu with any Water Ninjutsu of their choice. This follow-up gains +2 Accuracy.

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.


Chidori
A high ranked ninjutsu that concentrates a lethal amount of chakra into the palm of the user, creating a visible blade of Lightning that produces a high-pitched screeching similar to the chirping of a thousand birds. Though powerful, this chakra weighs down the arm of the user making this techique difficult to use...though with training, the user is able to perfect this technique to a lighter, more accurate technique that is said to have cut through a bolt of lightning.

Information
Prerequisites: B-rank, 4 Mastered Lightning Jutsu

Rank 1: Creates a blade of Lightning around the user's arm, dealing 2200 damage at -2 accuracy. This has a 21% chance of activating the 'Pierce' effect.
Master: Creates a blade of Lightning around the user's arm, dealing 2750 damage at -2 accuracy. This has a 28% chance of activating the 'Pierce' effect.

Special Action - Lightning Blade: This jutsu may be 'charged' for +30% Cp. This causes this jutsu to be modded as if costing 3.5 Ap (But still costs only 2.5 Ap), and is charged during the time of the user's last action up to the use of this jutsu. The user has a -2 dodge penalty during this time, and if the user takes damage equal to 10% of the Max Hp during this time, this jutsu loses -2 accuracy and -15% base damage. This grants the user a +7% chance to activate 'Pierce' and also activates 'Impale' at that time; this will not happen if the user took 10% of their max Hp damage.

Rank 1 Cost: 870 Cp
Master Cost: 1090 Cp

Notes:

- This jutsu uses Melee Accuracy.
- The 'Pierce' effect ignores DR, and destroys barriers, and increases bleeding by 1 level. This does not effect barriers of a higher level than this Jutsu.
- The 'Impale' effect increases bleeding by one level and has a 35% chance of dealing critical damage. Additionally, this disperses clones.


Wind Ninjutsu:
Shredding Touch
A Wind Technique in which the user channels wind chakra around their hands and feet, creating a blurred glow. When combined with Melee skills, the wind chakra cuts the opponent with each each rather than simply bruise them, and the cutting nature of the wind tends to strike sensitive points more often than usual.

Information
Prerequisites: D Rank

Rank 1:
While active, all melee taijutsu attacks made by the user have a 8% chance to cause the 'Wind Slice' effect.
Master: While active, all melee taijutsu attacks made by the user have a 12% chance to cause the 'Wind Slice' effect.

Rank 1 Cost: 215 CP to initiate, 110 Cp/rnd.
Master Cost: 270 CP to initiate, 140 Cp/rnd.

Notes:
- Lasts up to three rounds.
- Damage gains 'Wind' buffs while this is active.
- The 'Wind Slice' effect causes the attack to deal +5% base damage and raise bleeding one level.


Air Bullet
A jutsu that creates a condensed sphere of air, that when shot is capable of blowing the target off their feet, leaving them defenseless and open for a quick moment while they regain balance.

Information
Prerequisites: D Rank

Rank 1: Blows a gust of wind doing 685 damage at +1 Accuracy. This has a 12% chance of causing the 'Gaspless' effect.
Master: Blows a gust of wind doing 810 damage at +2 Accuracy. This has a 16% chance of causing the 'Gaspless' effect.

Special Action - Gale Palm: By paying +20% Cp, this jutsu may use Melee Accuracy, which increases the 'Gaspless' chance by +8% but lowers accuracy by -2.

Special Action - Air Barrage: By paying +10% Cp, the user may divide this attack into up to 3 smaller wind blasts. 90% of the base damage is divided equally into however many bursts of bullets are created, and each is made at +2 Accuracy. Base `Gaspless` chance is increased by +4% and then divided equally.

Rank 1 Cost: 215 Cp
Master Cost: 240 Cp

Notes:
- The 'Gaspless' effect inflicts suppression and causes the victim to pay +10% Ap to their next Action. This may only happen once per use.


Wind Scythe
As if led by some divine being of some sort, the user of this jutsu can truly be said to have mastered the art of viewing the skies as an ally. To call upon a slicing tendril of wind at will takes true skill, and even more so to control this portion of wind to do your bidding.

Information
Prerequisites: C Rank

Rank 1:
The user slices the air, creating a wind current that deal 1485 Damage at -2 Accuracy. This has a 12% chance of inflicting the 'Wind Slice' effect.
Master: The user slices the air, creating a wind current that deal 1770 Damage at -1 Accuracy. This has a 18% chance of inflicting the 'Wind Slice' effect.

Special Action - Blade of the Wind: By paying +20% Cp, the user may focus the air current around them in a nearly invisible wind blade. This deals +10% base damage though has an additional -1 Accuracy. This may use melee or Ninjutsu accuracy.

Special Action - Divine Wind: By paying +20% Cp, the user may divide 110% of the damage into up to 5 blades of wind. Each has -2 Accuracy.

Rank 1 Cost: 540 Cp
Master Cost: 620 Cp

Notes:
- Wind Slice may only raise bleeding once per use.
- The 'Wind Slice' effect causes the attack to deal +5% base damage and raise bleeding one level.


Tempest
A powerful wind technique which creates a powerful tornado, capable of lifting those caught within off their feet into a shredding vortex of wind that tears apart even the toughest of victims.

Information
Prerequisites: C Rank

Rank 1: Creates a powerful vortex around two targets, attacking them 3 times at +1 Accuracy. Each strike deals 340 damage with a 18% chance of causing the 'Uplift' effect.
Master: Creates a powerful vortex around two targets, attacking them 3 times at +2 Accuracy. Each strike deals 405 damage with a 24% chance of causing the 'Uplift' effect.

Special Action: If 'Uplift' has been caused at least twice, the user may choose to instantly follow up with a mastered Wind Ninjutsu attack up to Lvl B, to strike the target(s). This jutsu deals 80% of the base damage unless it was an AoE, in which case it may only strike these two targets. If one of the targets did not suffer the `uplift` effect twice, they are uneffected. The jutsu used with this action cost +20% Cp and full Ap.

Rank 1 Cost: 405 Cp
Master Cost: 480 Cp

Notes:
- The 'Uplift' effect lifts the target into the air and reduces their dodge by -1 for the remainder of the round, at which point they fall and take 1% Max Hp damage. This may stack up to three times, and further effects do not reset the timer


Wind Release
Infusing chakra into their breath, the user is able to blow air from their mouth to manipulate the force of air around them. While not condensed enough to cause harm, the force of this gust is more than enough to clear the surrounding area of distractions and lingering hazards, such as smoke or flames.

Information
Prerequisites: C Rank

Rank 1:
Creates powerful gust of wind that dispels effects that obscure the fields visibility. This also may dispel maintained Lightning D Rank and Below jutsu with a contested Ninjutsu check.
Master: Creates powerful gust of wind that dispels effects that obscure the fields visibility. This also may dispel maintained Lightning/Dust/Vapor jutsu C Rank and Below jutsu with a contested Ninjutsu check.

Cost: 560 Cp, with an additional +10% Cp cost for every jutsu attempted to dispel.

Notes:
- This may be used once per round.
- Effects that obscure the field refer to things such as Smoke bombs, Hidden Mist, Sandstorm Veil, and so on. This does not effect Level A+ effects.
- Dispelling any jutsu requires a Ninjutsu check between the user and the user of the contested technique. The user has a -2 penalty against B Rank effects.
- Dispelling smoke bombs is automatic, and prevents their effects from taking place for a full round.


Gale Force
A technique which skillfully manipulates the air to condense the wind around the user, drawing most of the nearby oxygen towards them. This makes fighting the user difficult as breathing quickly becomes a difficult process, and the victims begin to feel their bodies slow and tire quickly.

Information
Prerequisites: C Rank

Rank 1: Each time melee contact is made with the user, a Ninjutsu check is made. If the user succeeds this check, then the victim's action costs +15% Cp and they have a 12% chance of suffering the 'Gaspless' effect.
Master: Each time melee contact is made with the user, a Ninjutsu check is made. If the user succeeds this check, then the victim's action costs +15% Cp and they have a 16% chance of suffering the 'Gaspless' effect.

Special Action - Air Burst: While active, the user may pay the maintain cost to reflexively condense the air around them to block 30% of incoming damage from a single technique. However, this dispells the jutsu for the remainder of the round.

Rank 1 Cost: 500 Cp to initiate, 240 Cp/rnd
Master Cost: 620 Cp to initiate, 300 Cp/rnd

Note:
- Lasts up to two rounds.
- This jutsu effects those who use melee accuracy against the user or are targeted with melee accuracy by the user.
- The 'Gaspless' effect inflicts suppression and causes the victim to pay +10% Ap to their next Action. This may only happen once per use.
- Each time melee contact is made, a Ninjutsu check is made between the user and the target; if the user succeeds the enemy suffers the penalty towards their current action (If they attack the user) or their next action (If the user attacks them); this does not stack upon the same action.
- Due to the air drawn towards the user, the suffer a -2 dodge penalty to Fire Jutsu while this technique is active.


Wind Scar
A wind technique which involves the user channeling their chakra into the air, slicing at the air to create multiple currents of razor sharp wind, Each homing in on their opponent and shredding them apart before they knew what hit them. This technique leaves its victims as a Bloody Mess.

Information
Prerequisites: B Rank, 5 Mastered Wind Jutsu

Rank 1: Creates 3 Currents of Wind. Each Current strikes 4 Times at +1 Accuracy. Each strike deals 190 damage with a 21% chance of activating the 'Wind Shred' effect.
Master: Creates 3 Currents of Wind. Each Current strikes 4 Times at +1 Accuracy. Each strike deals 235 damage with a 28% chance of activating the 'Wind Shred' effect.

Special Action: By paying +20% Cp, the user may condense the attack into a single massive blast of wind, dealing 90% of the combined damage, however bypassing Damage Reduction/Barriers.

Special Action: By paying +20% Cp, the currents may be used as a called shot. This takes on all called shot penalties, and each current has a 7%/9%/11% chance of success; this is only checked once per current. Only two may be successful.

Rank 1 Cost: 655 Cp
Master Cost: 820 Cp

Notes:
- This jutsu may be used once per round.
- Only 10 hits may effect a target.
- The 'Wind Shred' effect causes the attack to deal +5% base damage. Should at least 5 strikes activate 'Wind Shred', the victim`s bleed rank is increased.


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


Basic Clone Visual
A simple Clone jutsu that causes the target to see multiple copies of the user.

Information
Prerequsites: D rank

Rank 1: Cast at -1DC dealing 230 Damage. Causes the target to see 1 Clone of the user for a full round.
Master Rank: Cast at -1DC dealing 290 Damage. Causes the target to see 2 Clones of the user for a full round.

Notes:
- There is no awareness check for clones. The user automatically is confused by them upon being successfuly hit with this technique.
- Clones are illusionary and cannot be dispersed physically.
- If the target identifies a Clone(s), they will be re-confused at the end of the round.
- Lasts until the target is aware of the genjutsu, no longer maintained, or a Full round has passed.

Rank 1 Cost: 175 CP, 90 Cp per round
Master Rank Cost: 215 Cp, 110 CP per round


Black Out Will
A Genjutsu that shuts down the victim's mind from completely recognizing anything, even the most simplest of things, despite witnessing it multiple times in their life.

Information
Prerequisite: C Rank

Rank 1: Targets at +1 Difficulty. Deals 380 damage. The user may declare up to 2 Action(s) of their own to be modded as a Hidden Action against the target.
Rank 2: Targets at +1 Difficulty. Deals 475 damage. The user may declare up to 3 Action(s) of their own to be modded as a Hidden Action against the target.

Special Action: By paying +20% Chakra Cost the user may decide to declare actions that they plan to use for the next round as hidden instead.

Notes:
- The BMod will send the actual round results to all those unaffected by this technique.

Rank 1 Cost: 285Cp
Master Rank Cost: 355Cp


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


Silly Fingers Kinetic
A genjutsu that causes the fingers to act on their own. The user has absolutely no control of them, thus making it quite difficult to carry a weapon and use handseals.

Information
Prerequisite: C Rank

Rank 1: Cast at normal DC dealing 300 Damage per round. Handseal based actions take +.25ap longer. Handseals have a 18% chance to fail.
Master: Cast at normal DC dealing 375 Damage per round. Handseals based actions take +.5ap longer. Handseals have a 21% chance to fail.

Note:
- May only cause handseals to fail once per round.
- May only be maintained for up to 3 rounds.

Rank 1 Cost: 300 CP to initiate, 150 CP to maintain
Master Cost: 375 CP to initiate, 190 CP to maintain

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: 210 / 300
Agility: 250 / 300
Ninjutsu: 190 / 300
Taijutsu: 225 / 300
Genjutsu: 145 / 300
Chakra Control: 290% / 300


Power Level: 1310


Capped Points: 300


Topic: http://www.ninpocho.com/viewtopic.php?p=226372#p226372


New Stats (+34)
Stamina: 215 (+5) / 300
Agility: 255 (+5) / 300
Ninjutsu: 195 (+5) / 300
Taijutsu: 239 (+14) / 300
Genjutsu: 150 (+5) / 300
Chakra Control: 290% / 300


Power Level: 1344

ASP: 15 (+1)
 
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.


Body Switch
A basic skill involving quickly switching the body with another plant, animal or inanimate object. This is used to confuse the opponent momentarily and create an opportunity to attack or possibly escape.

Information
Prerequisites: E-rank

Rank 1: The user may body switch against level E-C Jutsu.
Master: The user may body switch against level E-B Jutsu.

Special Action: The user may attempt to Body switch with an enemies clone. This requires the user to make a melee check against the clone.

Cost: Cost of Jutsu dodged +20% Cp.

Notes:
- May only be used once per round, and requires a full round of cool down before it may be used again.
- Cannot be done in the same round as any other 'Body Switch' type techniques.
- Does not require handseals and may be used reflexively.
- Cannot be used on Genjutsu, while bound, or against successful sneak attacks.
- The user must have a Kawarimi Target in their inventory or active clones on the field.
- This auto-dodges only a single action. If the action was a multi-hit, all hits would be avoided.
- During the cooldown time for this jutsu, the user suffer's a -3 dodge penalty.


Crystal Eye
A jutsu that allows the user to concentrate chakra into a small sphere of whatever minerals may be lying around, creating what resembles a glass eye. This eye can be used for surveillance and for spying purposes, capable of freely moving in the air to view its intended target.

Information
Prerequisites: D-rank

Rank 1: Grants the user +1 Awareness, with a 50% Chance of treating all the user's Visibility check against others as one rank higher.
Master: Grants the user +1 Awareness, and treats all the user's Visibility check against others as one rank higher.

Special Action: While the jutsu is active, the user may spend 1.5 Ap to focus upon the eye's vision and make an awareness check against all in battle. This battle check ignores smoke bombs or other concealing effects, and may only be done once per round.

Rank 1 Cost: 240 CP to initiate, 120 CP/Rnd
Master Cost: 300 CP to initiate, 150 CP/Rnd

Notes:
- This may last up to three rounds.
- A user of this technique can only have one eye out at any one time, but it does not count as a creation jutsu.
- This eye can be targeted and destroyed at -3 Accuracy.


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.


Energy Transfer
A technique used to create a link of chakra between the user and a target, bonding the two together in many ways. One of the most powerful aspects shared with this technique, is that it allows the two to transfer energy into one another, giving or taking chakra from each other so long as this technique is managed.

Information
Prerequisites: B-rank, 5 mastered NE jutsu

Rank 1: Transfers 1200 Cp between the user and the target. This has a 21% chance of activating the 'Non Elemental' effect.
Master: Transfers 1500 Cp between the user and the target. This has a 28% chance of activating the 'Non Elemental' effect.

Special Action: The user may spend additional Ap to transfer more chakra. For every 1 Ap remaining in contact the user may choose to give/take an additional 480/600 CP.

Cost: This jutsu only costs AP.

Notes:
- If used against an enemy, a Ninjutsu check is made between them and the target upon being used, and every additional Ap spent in contact.
- The user may choose to either take chakra or give chakra from the target.
- If chakra is taken, the user regains chakra equal to half the Cp damage.
- The amount of chakra taken cannot be reduced by damage reduction.
- The limit of chakra transferred may be increased by Ninjutsu buffs.
- The 'Non-Elemental' effect increases this jutsu's limit by +10%. This does not apply to caps.


Leech Seal
A seal that may be placed upon a target, which from that point on will gradually siphon the life and chakra from the victim and steadily restore the chakra and vitality of the user. This seal is only temporarily, and only remains active so long as the user remains nearby the victim.

Information
Prerequisites: B-rank, 5 NE Jutsu

Rank 1: Places the Leech seal upon a target at -2 Accuracy. Each round the victim loses 2% of their Max Hp and Cp.
Master: Places the Leech seal upon a target at -1 Accuracy. Each round the victim loses 2.5% of their Max Hp and Cp. The user has +1 to their maintain checks.

Special Action: By sacrificing either the Hp or Cp effects of the seal, the user may increase the other by +2%.

Cost: 1200 CP to place the seal

Notes:
- Uses Melee Accuracy to scribe the seal, and a Ninjutsu check each round after the first. Lasts up to three rounds.
- Half of the HP and CP damage dealt by this technique is added to the user's HP and CP.
- Any Hp/Cp regained by the victim while this seal is active requires a Ninjutsu check against the Sealer. If the Sealer succeeds, then the amount healed is split between the victim and the sealer.
- Per-round Hp/Cp regeneration does not stack if placed upon multiple targets. However, if the targets recover Hp/Cp the user may receive the benefits.


Rasengan
An advanced Ninjutsu that requires precise chakra control on the user's part, this skill creates a powerful vortex condensed into the form of a rapidly spinning sphere of chakra. This technique requires the user to constantly manipulate their chakra which allows this jutsu to grind through all substances and inflict major damage. With added chakra, the user may also attune this jutsu to Elements they are attuned to, or alter its size and shape...Yet as powerful as this is, this jutsu is still incomplete.

Information
Prerequisites: B-rank, 5 Mastered NE Jutsu, 3 Mastered Unarmed Taijutsu

Rank 1: Creates a sphere of violent chakra that deals 2200 damage. 'Non Elemental' and 'Nature Transformation' effects have a 21% chance of activating.
Master: Creates a sphere of violent chakra that deals 2500 damage. 'Non Elemental' and 'Nature Transformation' effects have a 28% chance of activating.

Special Action - Shape Transformation: When using this Jutsu, the user may alter the control of chakra within the sphere to give one of the following effects;
- +1 Accuracy and -10% Cp cost, but deal -5% base damage. (Stacks up to two times)
- +5% Base Damage, but lower accuracy by -1 and increase Cp cost by +10%. (Stacks up to two times)
- Used with Ninjutsu Accuracy

Special Action - Nature Transformation: By sacrificing the 'Non Elemental' effect, the user may choose to add an elemental affinity to the Rasengan. The user must have the affinity of the chosen element. If an advanced element is chosen, this reduces the elemental effect's chance of activating by -14%, but allows the Rasengan to activate both base element effects simultaneously.

Rank 1 Cost: 730 CP
Master Cost: 1000 CP

Notes:
- Does not require handseals and uses melee accuracy. Both Special Actions may be used simultaneously.
- If an affinity is added to the Rasengan, it is treated as a jutsu of that element (If not, it is NE).
- The 'Non-Elemental' effect increases this jutsu's damage by +10%. This does not apply to caps.
- Only one elemental effect may affect the target per round (Unless an advanced affinity is given to the Rasengan); you cannot stack effects by spamming Rasengan with different elements. Each effect is not automatic, and has a chance of activating.

- Fire grants the 'Sear' effect. The 'Sear' effect gives the target a 10% chance of taking critical damage to the next attack to hit them. If this is not successful, then they only take +10% damage from the attack. This does not stack.
- Wind grants the 'Wind Slice' effect. The 'Wind Slice' effect causes the attack to deal +5% base damage and raise bleeding one level.
- Lightning grants 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.
- Earth grants the 'Crush' effect. The 'Crush' effect causes suppression and raises the called shot level of a single limb chosen at random.
- Water grants the 'Cascade' effect. The 'Cascade' effect suppresses the target and allows the user to immediately follow up this Jutsu with any Water Ninjutsu of their choice. This follow-up gains +2 Accuracy.

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.


Chidori
A high ranked ninjutsu that concentrates a lethal amount of chakra into the palm of the user, creating a visible blade of Lightning that produces a high-pitched screeching similar to the chirping of a thousand birds. Though powerful, this chakra weighs down the arm of the user making this techique difficult to use...though with training, the user is able to perfect this technique to a lighter, more accurate technique that is said to have cut through a bolt of lightning.

Information
Prerequisites: B-rank, 4 Mastered Lightning Jutsu

Rank 1: Creates a blade of Lightning around the user's arm, dealing 2200 damage at -2 accuracy. This has a 21% chance of activating the 'Pierce' effect.
Master: Creates a blade of Lightning around the user's arm, dealing 2750 damage at -2 accuracy. This has a 28% chance of activating the 'Pierce' effect.

Special Action - Lightning Blade: This jutsu may be 'charged' for +30% Cp. This causes this jutsu to be modded as if costing 3.5 Ap (But still costs only 2.5 Ap), and is charged during the time of the user's last action up to the use of this jutsu. The user has a -2 dodge penalty during this time, and if the user takes damage equal to 10% of the Max Hp during this time, this jutsu loses -2 accuracy and -15% base damage. This grants the user a +7% chance to activate 'Pierce' and also activates 'Impale' at that time; this will not happen if the user took 10% of their max Hp damage.

Rank 1 Cost: 870 Cp
Master Cost: 1090 Cp

Notes:

- This jutsu uses Melee Accuracy.
- The 'Pierce' effect ignores DR, and destroys barriers, and increases bleeding by 1 level. This does not effect barriers of a higher level than this Jutsu.
- The 'Impale' effect increases bleeding by one level and has a 35% chance of dealing critical damage. Additionally, this disperses clones.


Wind Ninjutsu:
Shredding Touch
A Wind Technique in which the user channels wind chakra around their hands and feet, creating a blurred glow. When combined with Melee skills, the wind chakra cuts the opponent with each each rather than simply bruise them, and the cutting nature of the wind tends to strike sensitive points more often than usual.

Information
Prerequisites: D Rank

Rank 1:
While active, all melee taijutsu attacks made by the user have a 8% chance to cause the 'Wind Slice' effect.
Master: While active, all melee taijutsu attacks made by the user have a 12% chance to cause the 'Wind Slice' effect.

Rank 1 Cost: 215 CP to initiate, 110 Cp/rnd.
Master Cost: 270 CP to initiate, 140 Cp/rnd.

Notes:
- Lasts up to three rounds.
- Damage gains 'Wind' buffs while this is active.
- The 'Wind Slice' effect causes the attack to deal +5% base damage and raise bleeding one level.


Air Bullet
A jutsu that creates a condensed sphere of air, that when shot is capable of blowing the target off their feet, leaving them defenseless and open for a quick moment while they regain balance.

Information
Prerequisites: D Rank

Rank 1: Blows a gust of wind doing 685 damage at +1 Accuracy. This has a 12% chance of causing the 'Gaspless' effect.
Master: Blows a gust of wind doing 810 damage at +2 Accuracy. This has a 16% chance of causing the 'Gaspless' effect.

Special Action - Gale Palm: By paying +20% Cp, this jutsu may use Melee Accuracy, which increases the 'Gaspless' chance by +8% but lowers accuracy by -2.

Special Action - Air Barrage: By paying +10% Cp, the user may divide this attack into up to 3 smaller wind blasts. 90% of the base damage is divided equally into however many bursts of bullets are created, and each is made at +2 Accuracy. Base `Gaspless` chance is increased by +4% and then divided equally.

Rank 1 Cost: 215 Cp
Master Cost: 240 Cp

Notes:
- The 'Gaspless' effect inflicts suppression and causes the victim to pay +10% Ap to their next Action. This may only happen once per use.


Wind Scythe
As if led by some divine being of some sort, the user of this jutsu can truly be said to have mastered the art of viewing the skies as an ally. To call upon a slicing tendril of wind at will takes true skill, and even more so to control this portion of wind to do your bidding.

Information
Prerequisites: C Rank

Rank 1:
The user slices the air, creating a wind current that deal 1485 Damage at -2 Accuracy. This has a 12% chance of inflicting the 'Wind Slice' effect.
Master: The user slices the air, creating a wind current that deal 1770 Damage at -1 Accuracy. This has a 18% chance of inflicting the 'Wind Slice' effect.

Special Action - Blade of the Wind: By paying +20% Cp, the user may focus the air current around them in a nearly invisible wind blade. This deals +10% base damage though has an additional -1 Accuracy. This may use melee or Ninjutsu accuracy.

Special Action - Divine Wind: By paying +20% Cp, the user may divide 110% of the damage into up to 5 blades of wind. Each has -2 Accuracy.

Rank 1 Cost: 540 Cp
Master Cost: 620 Cp

Notes:
- Wind Slice may only raise bleeding once per use.
- The 'Wind Slice' effect causes the attack to deal +5% base damage and raise bleeding one level.


Wind Release
Infusing chakra into their breath, the user is able to blow air from their mouth to manipulate the force of air around them. While not condensed enough to cause harm, the force of this gust is more than enough to clear the surrounding area of distractions and lingering hazards, such as smoke or flames.

Information
Prerequisites: C Rank

Rank 1:
Creates powerful gust of wind that dispels effects that obscure the fields visibility. This also may dispel maintained Lightning D Rank and Below jutsu with a contested Ninjutsu check.
Master: Creates powerful gust of wind that dispels effects that obscure the fields visibility. This also may dispel maintained Lightning/Dust/Vapor jutsu C Rank and Below jutsu with a contested Ninjutsu check.

Cost: 560 Cp, with an additional +10% Cp cost for every jutsu attempted to dispel.

Notes:
- This may be used once per round.
- Effects that obscure the field refer to things such as Smoke bombs, Hidden Mist, Sandstorm Veil, and so on. This does not effect Level A+ effects.
- Dispelling any jutsu requires a Ninjutsu check between the user and the user of the contested technique. The user has a -2 penalty against B Rank effects.
- Dispelling smoke bombs is automatic, and prevents their effects from taking place for a full round.


Gale Force
A technique which skillfully manipulates the air to condense the wind around the user, drawing most of the nearby oxygen towards them. This makes fighting the user difficult as breathing quickly becomes a difficult process, and the victims begin to feel their bodies slow and tire quickly.

Information
Prerequisites: C Rank

Rank 1: Each time melee contact is made with the user, a Ninjutsu check is made. If the user succeeds this check, then the victim's action costs +15% Cp and they have a 12% chance of suffering the 'Gaspless' effect.
Master: Each time melee contact is made with the user, a Ninjutsu check is made. If the user succeeds this check, then the victim's action costs +15% Cp and they have a 16% chance of suffering the 'Gaspless' effect.

Special Action - Air Burst: While active, the user may pay the maintain cost to reflexively condense the air around them to block 30% of incoming damage from a single technique. However, this dispells the jutsu for the remainder of the round.

Rank 1 Cost: 500 Cp to initiate, 240 Cp/rnd
Master Cost: 620 Cp to initiate, 300 Cp/rnd

Note:
- Lasts up to two rounds.
- This jutsu effects those who use melee accuracy against the user or are targeted with melee accuracy by the user.
- The 'Gaspless' effect inflicts suppression and causes the victim to pay +10% Ap to their next Action. This may only happen once per use.
- Each time melee contact is made, a Ninjutsu check is made between the user and the target; if the user succeeds the enemy suffers the penalty towards their current action (If they attack the user) or their next action (If the user attacks them); this does not stack upon the same action.
- Due to the air drawn towards the user, the suffer a -2 dodge penalty to Fire Jutsu while this technique is active.


Wind Scar
A wind technique which involves the user channeling their chakra into the air, slicing at the air to create multiple currents of razor sharp wind, Each homing in on their opponent and shredding them apart before they knew what hit them. This technique leaves its victims as a Bloody Mess.

Information
Prerequisites: B Rank, 5 Mastered Wind Jutsu

Rank 1: Creates 3 Currents of Wind. Each Current strikes 4 Times at +1 Accuracy. Each strike deals 190 damage with a 21% chance of activating the 'Wind Shred' effect.
Master: Creates 3 Currents of Wind. Each Current strikes 4 Times at +1 Accuracy. Each strike deals 235 damage with a 28% chance of activating the 'Wind Shred' effect.

Special Action: By paying +20% Cp, the user may condense the attack into a single massive blast of wind, dealing 90% of the combined damage, however bypassing Damage Reduction/Barriers.

Special Action: By paying +20% Cp, the currents may be used as a called shot. This takes on all called shot penalties, and each current has a 7%/9%/11% chance of success; this is only checked once per current. Only two may be successful.

Rank 1 Cost: 655 Cp
Master Cost: 820 Cp

Notes:
- This jutsu may be used once per round.
- Only 10 hits may effect a target.
- The 'Wind Shred' effect causes the attack to deal +5% base damage. Should at least 5 strikes activate 'Wind Shred', the victim`s bleed rank is increased.


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


Basic Clone Visual
A simple Clone jutsu that causes the target to see multiple copies of the user.

Information
Prerequsites: D rank

Rank 1: Cast at -1DC dealing 230 Damage. Causes the target to see 1 Clone of the user for a full round.
Master Rank: Cast at -1DC dealing 290 Damage. Causes the target to see 2 Clones of the user for a full round.

Notes:
- There is no awareness check for clones. The user automatically is confused by them upon being successfuly hit with this technique.
- Clones are illusionary and cannot be dispersed physically.
- If the target identifies a Clone(s), they will be re-confused at the end of the round.
- Lasts until the target is aware of the genjutsu, no longer maintained, or a Full round has passed.

Rank 1 Cost: 175 CP, 90 Cp per round
Master Rank Cost: 215 Cp, 110 CP per round


Black Out Will
A Genjutsu that shuts down the victim's mind from completely recognizing anything, even the most simplest of things, despite witnessing it multiple times in their life.

Information
Prerequisite: C Rank

Rank 1: Targets at +1 Difficulty. Deals 380 damage. The user may declare up to 2 Action(s) of their own to be modded as a Hidden Action against the target.
Rank 2: Targets at +1 Difficulty. Deals 475 damage. The user may declare up to 3 Action(s) of their own to be modded as a Hidden Action against the target.

Special Action: By paying +20% Chakra Cost the user may decide to declare actions that they plan to use for the next round as hidden instead.

Notes:
- The BMod will send the actual round results to all those unaffected by this technique.

Rank 1 Cost: 285Cp
Master Rank Cost: 355Cp


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


Silly Fingers Kinetic
A genjutsu that causes the fingers to act on their own. The user has absolutely no control of them, thus making it quite difficult to carry a weapon and use handseals.

Information
Prerequisite: C Rank

Rank 1: Cast at normal DC dealing 300 Damage per round. Handseal based actions take +.25ap longer. Handseals have a 18% chance to fail.
Master: Cast at normal DC dealing 375 Damage per round. Handseals based actions take +.5ap longer. Handseals have a 21% chance to fail.

Note:
- May only cause handseals to fail once per round.
- May only be maintained for up to 3 rounds.

Rank 1 Cost: 300 CP to initiate, 150 CP to maintain
Master Cost: 375 CP to initiate, 190 CP to maintain

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: 210 / 300
Agility: 250 / 300
Ninjutsu: 190 / 300
Taijutsu: 225 / 300
Genjutsu: 145 / 300
Chakra Control: 290% / 300


Power Level: 1310


Capped Points: 300


Topic: http://www.ninpocho.com/viewtopic.php?p=226372#p226372


New Stats (+34)
Stamina: 215 (+5) / 300
Agility: 255 (+5) / 300
Ninjutsu: 195 (+5) / 300
Taijutsu: 239 (+14) / 300
Genjutsu: 150 (+5) / 300
Chakra Control: 290% / 300


Power Level: 1344

ASP: 15 (+1)

Training Approved.
+3000 Yen Incoming.
 
Re: Annals of Yaku Sara

[spoilername="Non-Element Ninjutsu"] Transformation - E Rank
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.

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.


Body Switch - E Rank
A basic skill involving quickly switching the body with another plant, animal or inanimate object. This is used to confuse the opponent momentarily and create an opportunity to attack or possibly escape.

Rank 1: The user may body switch against level E-C Jutsu.
Master: The user may body switch against level E-B Jutsu.

Special Action: The user may attempt to Body switch with an enemies clone. This requires the user to make a melee check against the clone.

Cost: Cost of Jutsu dodged +20% Cp.

Notes:
- May only be used once per round, and requires a full round of cool down before it may be used again.
- Cannot be done in the same round as any other 'Body Switch' type techniques.
- Does not require handseals and may be used reflexively.
- Cannot be used on Genjutsu, while bound, or against successful sneak attacks.
- The user must have a Kawarimi Target in their inventory or active clones on the field.
- This auto-dodges only a single action. If the action was a multi-hit, all hits would be avoided.
- During the cooldown time for this jutsu, the user suffer's a -3 dodge penalty.


Crystal Eye - D Rank
A jutsu that allows the user to concentrate chakra into a small sphere of whatever minerals may be lying around, creating what resembles a glass eye. This eye can be used for surveillance and for spying purposes, capable of freely moving in the air to view its intended target.

Rank 1: Grants the user +1 Awareness, with a 50% Chance of treating all the user's Visibility check against others as one rank higher.
Master: Grants the user +1 Awareness, and treats all the user's Visibility check against others as one rank higher.

Special Action: While the jutsu is active, the user may spend 1.5 Ap to focus upon the eye's vision and make an awareness check against all in battle. This battle check ignores smoke bombs or other concealing effects, and may only be done once per round.

Rank 1 Cost: 240 CP to initiate, 120 CP/Rnd
Master Cost: 300 CP to initiate, 150 CP/Rnd

Notes:
- This may last up to three rounds.
- A user of this technique can only have one eye out at any one time, but it does not count as a creation jutsu.
- This eye can be targeted and destroyed at -3 Accuracy.


Cancel - D Rank
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.

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.


Energy Transfer - B Rank
A technique used to create a link of chakra between the user and a target, bonding the two together in many ways. One of the most powerful aspects shared with this technique, is that it allows the two to transfer energy into one another, giving or taking chakra from each other so long as this technique is managed.

Rank 1: Transfers 1200 Cp between the user and the target. This has a 21% chance of activating the 'Non Elemental' effect.
Master: Transfers 1500 Cp between the user and the target. This has a 28% chance of activating the 'Non Elemental' effect.

Special Action: The user may spend additional Ap to transfer more chakra. For every 1 Ap remaining in contact the user may choose to give/take an additional 480/600 CP.

Cost: This jutsu only costs AP.

Notes:
- If used against an enemy, a Ninjutsu check is made between them and the target upon being used, and every additional Ap spent in contact.
- The user may choose to either take chakra or give chakra from the target.
- If chakra is taken, the user regains chakra equal to half the Cp damage.
- The amount of chakra taken cannot be reduced by damage reduction.
- The limit of chakra transferred may be increased by Ninjutsu buffs.
- The 'Non-Elemental' effect increases this jutsu's limit by +10%. This does not apply to caps.


Leech Seal - B Rank
A seal that may be placed upon a target, which from that point on will gradually siphon the life and chakra from the victim and steadily restore the chakra and vitality of the user. This seal is only temporarily, and only remains active so long as the user remains nearby the victim.

Rank 1: Places the Leech seal upon a target at -2 Accuracy. Each round the victim loses 2% of their Max Hp and Cp.
Master: Places the Leech seal upon a target at -1 Accuracy. Each round the victim loses 2.5% of their Max Hp and Cp. The user has +1 to their maintain checks.

Special Action: By sacrificing either the Hp or Cp effects of the seal, the user may increase the other by +2%.

Cost: 1200 CP to place the seal

Notes:
- Uses Melee Accuracy to scribe the seal, and a Ninjutsu check each round after the first. Lasts up to three rounds.
- Half of the HP and CP damage dealt by this technique is added to the user's HP and CP.
- Any Hp/Cp regained by the victim while this seal is active requires a Ninjutsu check against the Sealer. If the Sealer succeeds, then the amount healed is split between the victim and the sealer.
- Per-round Hp/Cp regeneration does not stack if placed upon multiple targets. However, if the targets recover Hp/Cp the user may receive the benefits.


Rasengan- B Rank
An advanced Ninjutsu that requires precise chakra control on the user's part, this skill creates a powerful vortex condensed into the form of a rapidly spinning sphere of chakra. This technique requires the user to constantly manipulate their chakra which allows this jutsu to grind through all substances and inflict major damage. With added chakra, the user may also attune this jutsu to Elements they are attuned to, or alter its size and shape...Yet as powerful as this is, this jutsu is still incomplete.

Rank 1: Creates a sphere of violent chakra that deals 2200 damage. 'Non Elemental' and 'Nature Transformation' effects have a 21% chance of activating.
Master: Creates a sphere of violent chakra that deals 2500 damage. 'Non Elemental' and 'Nature Transformation' effects have a 28% chance of activating.

Special Action - Shape Transformation: When using this Jutsu, the user may alter the control of chakra within the sphere to give one of the following effects;
- +1 Accuracy and -10% Cp cost, but deal -5% base damage. (Stacks up to two times)
- +5% Base Damage, but lower accuracy by -1 and increase Cp cost by +10%. (Stacks up to two times)
- Used with Ninjutsu Accuracy

Special Action - Nature Transformation: By sacrificing the 'Non Elemental' effect, the user may choose to add an elemental affinity to the Rasengan. The user must have the affinity of the chosen element. If an advanced element is chosen, this reduces the elemental effect's chance of activating by -14%, but allows the Rasengan to activate both base element effects simultaneously.

Rank 1 Cost: 730 CP
Master Cost: 1000 CP

Notes:
- Does not require handseals and uses melee accuracy. Both Special Actions may be used simultaneously.
- If an affinity is added to the Rasengan, it is treated as a jutsu of that element (If not, it is NE).
- The 'Non-Elemental' effect increases this jutsu's damage by +10%. This does not apply to caps.
- Only one elemental effect may affect the target per round (Unless an advanced affinity is given to the Rasengan); you cannot stack effects by spamming Rasengan with different elements. Each effect is not automatic, and has a chance of activating.

- Fire grants the 'Sear' effect. The 'Sear' effect gives the target a 10% chance of taking critical damage to the next attack to hit them. If this is not successful, then they only take +10% damage from the attack. This does not stack.
- Wind grants the 'Wind Slice' effect. The 'Wind Slice' effect causes the attack to deal +5% base damage and raise bleeding one level.
- Lightning grants 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.
- Earth grants the 'Crush' effect. The 'Crush' effect causes suppression and raises the called shot level of a single limb chosen at random.
- Water grants the 'Cascade' effect. The 'Cascade' effect suppresses the target and allows the user to immediately follow up this Jutsu with any Water Ninjutsu of their choice. This follow-up gains +2 Accuracy.[/spoilername]

[spoilername="Medical Ninjutsu"]Mystical Hand - D Rank
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.

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 - D Rank
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.

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
- C Rank
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.

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 - C Rank
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.

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 - C Rank
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.

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.[/spoilername]


[spoilername="Lightning Ninjutsu"]Storm Bolt - E Rank
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.

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 - E-rank
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.

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 - D Rank
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.

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 - D Rank
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.

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 - C Rank
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.

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.


Chidori - B Rank
A high ranked ninjutsu that concentrates a lethal amount of chakra into the palm of the user, creating a visible blade of Lightning that produces a high-pitched screeching similar to the chirping of a thousand birds. Though powerful, this chakra weighs down the arm of the user making this techique difficult to use...though with training, the user is able to perfect this technique to a lighter, more accurate technique that is said to have cut through a bolt of lightning.

Rank 1: Creates a blade of Lightning around the user's arm, dealing 2200 damage at -2 accuracy. This has a 21% chance of activating the 'Pierce' effect.
Master: Creates a blade of Lightning around the user's arm, dealing 2750 damage at -2 accuracy. This has a 28% chance of activating the 'Pierce' effect.

Special Action - Lightning Blade: This jutsu may be 'charged' for +30% Cp. This causes this jutsu to be modded as if costing 3.5 Ap (But still costs only 2.5 Ap), and is charged during the time of the user's last action up to the use of this jutsu. The user has a -2 dodge penalty during this time, and if the user takes damage equal to 10% of the Max Hp during this time, this jutsu loses -2 accuracy and -15% base damage. This grants the user a +7% chance to activate 'Pierce' and also activates 'Impale' at that time; this will not happen if the user took 10% of their max Hp damage.

Rank 1 Cost: 870 Cp
Master Cost: 1090 Cp

Notes:

- This jutsu uses Melee Accuracy.
- The 'Pierce' effect ignores DR, and destroys barriers, and increases bleeding by 1 level. This does not effect barriers of a higher level than this Jutsu.
- The 'Impale' effect increases bleeding by one level and has a 35% chance of dealing critical damage. Additionally, this disperses clones.[/spoilername]


[spoilername="Wind Ninjutsu"]Pressure Burst - E Rank
A jutsu where the user channels wind chakra into their palms, then thrusts their arm towards a target, releasing a small burst of wind upon impact that pushes the victim back.

Rank 1: The user creates a coat of wind around their palm, slamming their palm against a target. The wind bursts upon impact, dealing 270 damage and 4% chance of inflicting the 'Gaspless' effect.
Master: The user creates a coat of wind around their palm, slamming their palm against a target. The wind bursts upon impact, dealing 340 damage and 6% chance of inflicting the 'Gaspless' effect.

Special Action: This is may be thrown using Ninjutsu Accuracy by paying +10% Cp. This deals -10% base damage, though has +2 Accuracy.

Rank 1 Cost: 90 Cp
Master Cost: 110 Cp

Notes:
- Uses Melee Accuracy
- The 'Gaspless' effect inflicts suppression and causes the victim to pay +10% Ap to their next Action. This may only happen once per use.


Shredding Touch - D Rank
A Wind Technique in which the user channels wind chakra around their hands and feet, creating a blurred glow. When combined with Melee skills, the wind chakra cuts the opponent with each each rather than simply bruise them, and the cutting nature of the wind tends to strike sensitive points more often than usual.

Rank 1: While active, all melee taijutsu attacks made by the user have a 8% chance to cause the 'Wind Slice' effect.
Master: While active, all melee taijutsu attacks made by the user have a 12% chance to cause the 'Wind Slice' effect.

Rank 1 Cost: 215 CP to initiate, 110 Cp/rnd.
Master Cost: 270 CP to initiate, 140 Cp/rnd.

Notes:
- Lasts up to three rounds.
- Damage gains 'Wind' buffs while this is active.
- The 'Wind Slice' effect causes the attack to deal +5% base damage and raise bleeding one level.


Air Bullet - D Rank
A jutsu that creates a condensed sphere of air, that when shot is capable of blowing the target off their feet, leaving them defenseless and open for a quick moment while they regain balance.

Rank 1: Blows a gust of wind doing 685 damage at +1 Accuracy. This has a 12% chance of causing the 'Gaspless' effect.
Master: Blows a gust of wind doing 810 damage at +2 Accuracy. This has a 16% chance of causing the 'Gaspless' effect.

Special Action - Gale Palm: By paying +20% Cp, this jutsu may use Melee Accuracy, which increases the 'Gaspless' chance by +8% but lowers accuracy by -2.

Special Action - Air Barrage: By paying +10% Cp, the user may divide this attack into up to 3 smaller wind blasts. 90% of the base damage is divided equally into however many bursts of bullets are created, and each is made at +2 Accuracy. Base `Gaspless` chance is increased by +4% and then divided equally.

Rank 1 Cost: 215 Cp
Master Cost: 240 Cp

Notes:
- The 'Gaspless' effect inflicts suppression and causes the victim to pay +10% Ap to their next Action. This may only happen once per use.


Wind Scythe - C Rank
As if led by some divine being of some sort, the user of this jutsu can truly be said to have mastered the art of viewing the skies as an ally. To call upon a slicing tendril of wind at will takes true skill, and even more so to control this portion of wind to do your bidding.

Rank 1: The user slices the air, creating a wind current that deal 1485 Damage at -2 Accuracy. This has a 12% chance of inflicting the 'Wind Slice' effect.
Master: The user slices the air, creating a wind current that deal 1770 Damage at -1 Accuracy. This has a 18% chance of inflicting the 'Wind Slice' effect.

Special Action - Blade of the Wind: By paying +20% Cp, the user may focus the air current around them in a nearly invisible wind blade. This deals +10% base damage though has an additional -1 Accuracy. This may use melee or Ninjutsu accuracy.

Special Action - Divine Wind: By paying +20% Cp, the user may divide 110% of the damage into up to 5 blades of wind. Each has -2 Accuracy.

Rank 1 Cost: 540 Cp
Master Cost: 620 Cp

Notes:
- Wind Slice may only raise bleeding once per use.
- The 'Wind Slice' effect causes the attack to deal +5% base damage and raise bleeding one level.


Tempest - C Rank
A powerful wind technique which creates a powerful tornado, capable of lifting those caught within off their feet into a shredding vortex of wind that tears apart even the toughest of victims.

Rank 1: Creates a powerful vortex around two targets, attacking them 3 times at +1 Accuracy. Each strike deals 340 damage with a 18% chance of causing the 'Uplift' effect.
Master: Creates a powerful vortex around two targets, attacking them 3 times at +2 Accuracy. Each strike deals 405 damage with a 24% chance of causing the 'Uplift' effect.

Special Action: If 'Uplift' has been caused at least twice, the user may choose to instantly follow up with a mastered Wind Ninjutsu attack up to Lvl B, to strike the target(s). This jutsu deals 80% of the base damage unless it was an AoE, in which case it may only strike these two targets. If one of the targets did not suffer the `uplift` effect twice, they are uneffected. The jutsu used with this action cost +20% Cp and full Ap.

Rank 1 Cost: 405 Cp
Master Cost: 480 Cp

Notes:
- The 'Uplift' effect lifts the target into the air and reduces their dodge by -1 for the remainder of the round, at which point they fall and take 1% Max Hp damage. This may stack up to three times, and further effects do not reset the timer


Wind Release - C Rank
Infusing chakra into their breath, the user is able to blow air from their mouth to manipulate the force of air around them. While not condensed enough to cause harm, the force of this gust is more than enough to clear the surrounding area of distractions and lingering hazards, such as smoke or flames.

Rank 1: Creates powerful gust of wind that dispels effects that obscure the fields visibility. This also may dispel maintained Lightning D Rank and Below jutsu with a contested Ninjutsu check.
Master: Creates powerful gust of wind that dispels effects that obscure the fields visibility. This also may dispel maintained Lightning/Dust/Vapor jutsu C Rank and Below jutsu with a contested Ninjutsu check.

Cost: 560 Cp, with an additional +10% Cp cost for every jutsu attempted to dispel.

Notes:
- This may be used once per round.
- Effects that obscure the field refer to things such as Smoke bombs, Hidden Mist, Sandstorm Veil, and so on. This does not effect Level A+ effects.
- Dispelling any jutsu requires a Ninjutsu check between the user and the user of the contested technique. The user has a -2 penalty against B Rank effects.
- Dispelling smoke bombs is automatic, and prevents their effects from taking place for a full round.


Gale Force - C Rank
A technique which skillfully manipulates the air to condense the wind around the user, drawing most of the nearby oxygen towards them. This makes fighting the user difficult as breathing quickly becomes a difficult process, and the victims begin to feel their bodies slow and tire quickly.

Rank 1: Each time melee contact is made with the user, a Ninjutsu check is made. If the user succeeds this check, then the victim's action costs +15% Cp and they have a 12% chance of suffering the 'Gaspless' effect.
Master: Each time melee contact is made with the user, a Ninjutsu check is made. If the user succeeds this check, then the victim's action costs +15% Cp and they have a 16% chance of suffering the 'Gaspless' effect.

Special Action - Air Burst: While active, the user may pay the maintain cost to reflexively condense the air around them to block 30% of incoming damage from a single technique. However, this dispells the jutsu for the remainder of the round.

Rank 1 Cost: 500 Cp to initiate, 240 Cp/rnd
Master Cost: 620 Cp to initiate, 300 Cp/rnd

Note:
- Lasts up to two rounds.
- This jutsu effects those who use melee accuracy against the user or are targeted with melee accuracy by the user.
- The 'Gaspless' effect inflicts suppression and causes the victim to pay +10% Ap to their next Action. This may only happen once per use.
- Each time melee contact is made, a Ninjutsu check is made between the user and the target; if the user succeeds the enemy suffers the penalty towards their current action (If they attack the user) or their next action (If the user attacks them); this does not stack upon the same action.
- Due to the air drawn towards the user, the suffer a -2 dodge penalty to Fire Jutsu while this technique is active.

Wind Scar - B Rank
A wind technique which involves the user channeling their chakra into the air, slicing at the air to create multiple currents of razor sharp wind, Each homing in on their opponent and shredding them apart before they knew what hit them. This technique leaves its victims as a Bloody Mess.

Rank 1: Creates 3 Currents of Wind. Each Current strikes 4 Times at +1 Accuracy. Each strike deals 190 damage with a 21% chance of activating the 'Wind Shred' effect.
Master: Creates 3 Currents of Wind. Each Current strikes 4 Times at +1 Accuracy. Each strike deals 235 damage with a 28% chance of activating the 'Wind Shred' effect.

Special Action: By paying +20% Cp, the user may condense the attack into a single massive blast of wind, dealing 90% of the combined damage, however bypassing Damage Reduction/Barriers.

Special Action: By paying +20% Cp, the currents may be used as a called shot. This takes on all called shot penalties, and each current has a 7%/9%/11% chance of success; this is only checked once per current. Only two may be successful.

Rank 1 Cost: 655 Cp
Master Cost: 820 Cp

Notes:
- This jutsu may be used once per round.
- Only 10 hits may effect a target.
- The 'Wind Shred' effect causes the attack to deal +5% base damage. Should at least 5 strikes activate 'Wind Shred', the victim`s bleed rank is increased.[/spoilername]


[spoilername="Offensive Taijutsu"]Uncalled For Shot - E-rank
A dirty strike in which the user strikes quickly snapping a kick between the legs of a target.

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

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 - D Rank
A quick striking technique that allows the user to hit an opponent several times with high accuracy.

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 - C Rank
A long stream of attacks aimed at any number of opponents. Most often used when surrounded.

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 - B Rank
A high speed rush attack that allows the user to bombard the enemy with highly accurate and painful strikes.

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 - B Rank
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.

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.[/spoilername]


[spoilername="Buffing Taijutsu"]Charge - E Rank
A basic move that exerts extra strength in a Taijutsu.

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

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 - D Rank
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.

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 - C Rank
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.

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: 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 - C Rank
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.

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 - B Rank
An advance skill that requires extreme speed and reflex in order to strike down their foes before they can land a hit.

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.[/spoilername]

[spoilername="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.

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 - D Rank
Yes, when someone fails, you have a tendency to facepalm. However, this is your body's own reaction to your own epic failures.

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


Basic Clone Visual - D rank
A simple Clone jutsu that causes the target to see multiple copies of the user.

Rank 1: Cast at -1DC dealing 230 Damage. Causes the target to see 1 Clone of the user for a full round.
Master Rank: Cast at -1DC dealing 290 Damage. Causes the target to see 2 Clones of the user for a full round.

Notes:
- There is no awareness check for clones. The user automatically is confused by them upon being successfuly hit with this technique.
- Clones are illusionary and cannot be dispersed physically.
- If the target identifies a Clone(s), they will be re-confused at the end of the round.
- Lasts until the target is aware of the genjutsu, no longer maintained, or a Full round has passed.

Rank 1 Cost: 175 CP, 90 Cp per round
Master Rank Cost: 215 Cp, 110 CP per round


Black Out Will - C Rank
A Genjutsu that shuts down the victim's mind from completely recognizing anything, even the most simplest of things, despite witnessing it multiple times in their life.

Rank 1: Targets at +1 Difficulty. Deals 380 damage. The user may declare up to 2 Action(s) of their own to be modded as a Hidden Action against the target.
Rank 2: Targets at +1 Difficulty. Deals 475 damage. The user may declare up to 3 Action(s) of their own to be modded as a Hidden Action against the target.

Special Action: By paying +20% Chakra Cost the user may decide to declare actions that they plan to use for the next round as hidden instead.

Notes:
- The BMod will send the actual round results to all those unaffected by this technique.

Rank 1 Cost: 285Cp
Master Rank Cost: 355Cp


After-Image Visual - C Rank
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.

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 - C rank
A terrifying technique that causes the target to temporarily lose their vision by a sea of darkness.

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


Silly Fingers Kinetic - C Rank
A genjutsu that causes the fingers to act on their own. The user has absolutely no control of them, thus making it quite difficult to carry a weapon and use handseals.

Rank 1: Cast at normal DC dealing 300 Damage per round. Handseal based actions take +.25ap longer. Handseals have a 18% chance to fail.
Master: Cast at normal DC dealing 375 Damage per round. Handseals based actions take +.5ap longer. Handseals have a 21% chance to fail.

Note:
- May only cause handseals to fail once per round.
- May only be maintained for up to 3 rounds.

Rank 1 Cost: 300 CP to initiate, 150 CP to maintain
Master Cost: 375 CP to initiate, 190 CP to maintain


Phoenix Embrace Kinetic - B Rank
A Genjutsu technique that causes an intense sensation of heat within the target to the point where they feel as if their body has been scorched horribly, the slightest touches causing pain..

Rank 1: Cast at normal DC and deals 300 Illusionary damage per round. The target takes +10% damage from all sources.
Master: Cast at normal DC and deals 375 Illusionary damage per round. The target takes +15% damage from all sources.

Special Action - Fire Lacing: For +20% of Phoenix Embrace's CP Cost, may instantly follow-up an offensive Fire based technique.

Note:
- The Illusionary Damage per round can be buffed by fire damage buffs as well as Illusionary damage buffs. Damage buff cap still applies.
- The special action may only be used once per cast.

Rank 1 Cost: 480 CP to initiate, 240 CP per round to maintain
Master Cost: 600 CP to initiate, 300 CP per round to maintain[/spoilername]

[spoilername="Radiation Ninjutsu"]Radioactive Glow - C-rank
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.

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 - C Rank
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.

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 - C Rank
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.

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 - B Rank
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.

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.[/spoilername]

Current Stats
Stamina: 215 / 300
Agility: 255 / 300
Ninjutsu: 195 / 300
Taijutsu: 239 / 300
Genjutsu: 150 / 300
Chakra Control: 290% / 300


Power Level: 1344


Capped Points: 300


Topic: http://www.ninpocho.com/viewtopic.php?p=226812#p226812


New Stats (+6)
Stamina: 221 (+6) / 300
Agility: 255 / 300
Ninjutsu: 195 / 300
Taijutsu: 239 / 300
Genjutsu: 150 / 300
Chakra Control: 290% / 300


Power Level: 1350

ASP: 16 (+1)

Mastery: Wind Scar (12)
Mastery: Tempest (10)
Mastery: Pressure Burst (6)
 
Re: Annals of Yaku Sara

Sara said:
[spoilername="Non-Element Ninjutsu"] Transformation - E Rank
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.

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.


Body Switch - E Rank
A basic skill involving quickly switching the body with another plant, animal or inanimate object. This is used to confuse the opponent momentarily and create an opportunity to attack or possibly escape.

Rank 1: The user may body switch against level E-C Jutsu.
Master: The user may body switch against level E-B Jutsu.

Special Action: The user may attempt to Body switch with an enemies clone. This requires the user to make a melee check against the clone.

Cost: Cost of Jutsu dodged +20% Cp.

Notes:
- May only be used once per round, and requires a full round of cool down before it may be used again.
- Cannot be done in the same round as any other 'Body Switch' type techniques.
- Does not require handseals and may be used reflexively.
- Cannot be used on Genjutsu, while bound, or against successful sneak attacks.
- The user must have a Kawarimi Target in their inventory or active clones on the field.
- This auto-dodges only a single action. If the action was a multi-hit, all hits would be avoided.
- During the cooldown time for this jutsu, the user suffer's a -3 dodge penalty.


Crystal Eye - D Rank
A jutsu that allows the user to concentrate chakra into a small sphere of whatever minerals may be lying around, creating what resembles a glass eye. This eye can be used for surveillance and for spying purposes, capable of freely moving in the air to view its intended target.

Rank 1: Grants the user +1 Awareness, with a 50% Chance of treating all the user's Visibility check against others as one rank higher.
Master: Grants the user +1 Awareness, and treats all the user's Visibility check against others as one rank higher.

Special Action: While the jutsu is active, the user may spend 1.5 Ap to focus upon the eye's vision and make an awareness check against all in battle. This battle check ignores smoke bombs or other concealing effects, and may only be done once per round.

Rank 1 Cost: 240 CP to initiate, 120 CP/Rnd
Master Cost: 300 CP to initiate, 150 CP/Rnd

Notes:
- This may last up to three rounds.
- A user of this technique can only have one eye out at any one time, but it does not count as a creation jutsu.
- This eye can be targeted and destroyed at -3 Accuracy.


Cancel - D Rank
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.

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.


Energy Transfer - B Rank
A technique used to create a link of chakra between the user and a target, bonding the two together in many ways. One of the most powerful aspects shared with this technique, is that it allows the two to transfer energy into one another, giving or taking chakra from each other so long as this technique is managed.

Rank 1: Transfers 1200 Cp between the user and the target. This has a 21% chance of activating the 'Non Elemental' effect.
Master: Transfers 1500 Cp between the user and the target. This has a 28% chance of activating the 'Non Elemental' effect.

Special Action: The user may spend additional Ap to transfer more chakra. For every 1 Ap remaining in contact the user may choose to give/take an additional 480/600 CP.

Cost: This jutsu only costs AP.

Notes:
- If used against an enemy, a Ninjutsu check is made between them and the target upon being used, and every additional Ap spent in contact.
- The user may choose to either take chakra or give chakra from the target.
- If chakra is taken, the user regains chakra equal to half the Cp damage.
- The amount of chakra taken cannot be reduced by damage reduction.
- The limit of chakra transferred may be increased by Ninjutsu buffs.
- The 'Non-Elemental' effect increases this jutsu's limit by +10%. This does not apply to caps.


Leech Seal - B Rank
A seal that may be placed upon a target, which from that point on will gradually siphon the life and chakra from the victim and steadily restore the chakra and vitality of the user. This seal is only temporarily, and only remains active so long as the user remains nearby the victim.

Rank 1: Places the Leech seal upon a target at -2 Accuracy. Each round the victim loses 2% of their Max Hp and Cp.
Master: Places the Leech seal upon a target at -1 Accuracy. Each round the victim loses 2.5% of their Max Hp and Cp. The user has +1 to their maintain checks.

Special Action: By sacrificing either the Hp or Cp effects of the seal, the user may increase the other by +2%.

Cost: 1200 CP to place the seal

Notes:
- Uses Melee Accuracy to scribe the seal, and a Ninjutsu check each round after the first. Lasts up to three rounds.
- Half of the HP and CP damage dealt by this technique is added to the user's HP and CP.
- Any Hp/Cp regained by the victim while this seal is active requires a Ninjutsu check against the Sealer. If the Sealer succeeds, then the amount healed is split between the victim and the sealer.
- Per-round Hp/Cp regeneration does not stack if placed upon multiple targets. However, if the targets recover Hp/Cp the user may receive the benefits.


Rasengan- B Rank
An advanced Ninjutsu that requires precise chakra control on the user's part, this skill creates a powerful vortex condensed into the form of a rapidly spinning sphere of chakra. This technique requires the user to constantly manipulate their chakra which allows this jutsu to grind through all substances and inflict major damage. With added chakra, the user may also attune this jutsu to Elements they are attuned to, or alter its size and shape...Yet as powerful as this is, this jutsu is still incomplete.

Rank 1: Creates a sphere of violent chakra that deals 2200 damage. 'Non Elemental' and 'Nature Transformation' effects have a 21% chance of activating.
Master: Creates a sphere of violent chakra that deals 2500 damage. 'Non Elemental' and 'Nature Transformation' effects have a 28% chance of activating.

Special Action - Shape Transformation: When using this Jutsu, the user may alter the control of chakra within the sphere to give one of the following effects;
- +1 Accuracy and -10% Cp cost, but deal -5% base damage. (Stacks up to two times)
- +5% Base Damage, but lower accuracy by -1 and increase Cp cost by +10%. (Stacks up to two times)
- Used with Ninjutsu Accuracy

Special Action - Nature Transformation: By sacrificing the 'Non Elemental' effect, the user may choose to add an elemental affinity to the Rasengan. The user must have the affinity of the chosen element. If an advanced element is chosen, this reduces the elemental effect's chance of activating by -14%, but allows the Rasengan to activate both base element effects simultaneously.

Rank 1 Cost: 730 CP
Master Cost: 1000 CP

Notes:
- Does not require handseals and uses melee accuracy. Both Special Actions may be used simultaneously.
- If an affinity is added to the Rasengan, it is treated as a jutsu of that element (If not, it is NE).
- The 'Non-Elemental' effect increases this jutsu's damage by +10%. This does not apply to caps.
- Only one elemental effect may affect the target per round (Unless an advanced affinity is given to the Rasengan); you cannot stack effects by spamming Rasengan with different elements. Each effect is not automatic, and has a chance of activating.

- Fire grants the 'Sear' effect. The 'Sear' effect gives the target a 10% chance of taking critical damage to the next attack to hit them. If this is not successful, then they only take +10% damage from the attack. This does not stack.
- Wind grants the 'Wind Slice' effect. The 'Wind Slice' effect causes the attack to deal +5% base damage and raise bleeding one level.
- Lightning grants 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.
- Earth grants the 'Crush' effect. The 'Crush' effect causes suppression and raises the called shot level of a single limb chosen at random.
- Water grants the 'Cascade' effect. The 'Cascade' effect suppresses the target and allows the user to immediately follow up this Jutsu with any Water Ninjutsu of their choice. This follow-up gains +2 Accuracy.[/spoilername]

[spoilername="Medical Ninjutsu"]Mystical Hand - D Rank
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.

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 - D Rank
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.

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
- C Rank
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.

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 - C Rank
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.

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 - C Rank
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.

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.[/spoilername]


[spoilername="Lightning Ninjutsu"]Storm Bolt - E Rank
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.

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 - E-rank
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.

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 - D Rank
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.

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 - D Rank
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.

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 - C Rank
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.

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.


Chidori - B Rank
A high ranked ninjutsu that concentrates a lethal amount of chakra into the palm of the user, creating a visible blade of Lightning that produces a high-pitched screeching similar to the chirping of a thousand birds. Though powerful, this chakra weighs down the arm of the user making this techique difficult to use...though with training, the user is able to perfect this technique to a lighter, more accurate technique that is said to have cut through a bolt of lightning.

Rank 1: Creates a blade of Lightning around the user's arm, dealing 2200 damage at -2 accuracy. This has a 21% chance of activating the 'Pierce' effect.
Master: Creates a blade of Lightning around the user's arm, dealing 2750 damage at -2 accuracy. This has a 28% chance of activating the 'Pierce' effect.

Special Action - Lightning Blade: This jutsu may be 'charged' for +30% Cp. This causes this jutsu to be modded as if costing 3.5 Ap (But still costs only 2.5 Ap), and is charged during the time of the user's last action up to the use of this jutsu. The user has a -2 dodge penalty during this time, and if the user takes damage equal to 10% of the Max Hp during this time, this jutsu loses -2 accuracy and -15% base damage. This grants the user a +7% chance to activate 'Pierce' and also activates 'Impale' at that time; this will not happen if the user took 10% of their max Hp damage.

Rank 1 Cost: 870 Cp
Master Cost: 1090 Cp

Notes:

- This jutsu uses Melee Accuracy.
- The 'Pierce' effect ignores DR, and destroys barriers, and increases bleeding by 1 level. This does not effect barriers of a higher level than this Jutsu.
- The 'Impale' effect increases bleeding by one level and has a 35% chance of dealing critical damage. Additionally, this disperses clones.[/spoilername]


[spoilername="Wind Ninjutsu"]Pressure Burst - E Rank
A jutsu where the user channels wind chakra into their palms, then thrusts their arm towards a target, releasing a small burst of wind upon impact that pushes the victim back.

Rank 1: The user creates a coat of wind around their palm, slamming their palm against a target. The wind bursts upon impact, dealing 270 damage and 4% chance of inflicting the 'Gaspless' effect.
Master: The user creates a coat of wind around their palm, slamming their palm against a target. The wind bursts upon impact, dealing 340 damage and 6% chance of inflicting the 'Gaspless' effect.

Special Action: This is may be thrown using Ninjutsu Accuracy by paying +10% Cp. This deals -10% base damage, though has +2 Accuracy.

Rank 1 Cost: 90 Cp
Master Cost: 110 Cp

Notes:
- Uses Melee Accuracy
- The 'Gaspless' effect inflicts suppression and causes the victim to pay +10% Ap to their next Action. This may only happen once per use.


Shredding Touch - D Rank
A Wind Technique in which the user channels wind chakra around their hands and feet, creating a blurred glow. When combined with Melee skills, the wind chakra cuts the opponent with each each rather than simply bruise them, and the cutting nature of the wind tends to strike sensitive points more often than usual.

Rank 1: While active, all melee taijutsu attacks made by the user have a 8% chance to cause the 'Wind Slice' effect.
Master: While active, all melee taijutsu attacks made by the user have a 12% chance to cause the 'Wind Slice' effect.

Rank 1 Cost: 215 CP to initiate, 110 Cp/rnd.
Master Cost: 270 CP to initiate, 140 Cp/rnd.

Notes:
- Lasts up to three rounds.
- Damage gains 'Wind' buffs while this is active.
- The 'Wind Slice' effect causes the attack to deal +5% base damage and raise bleeding one level.


Air Bullet - D Rank
A jutsu that creates a condensed sphere of air, that when shot is capable of blowing the target off their feet, leaving them defenseless and open for a quick moment while they regain balance.

Rank 1: Blows a gust of wind doing 685 damage at +1 Accuracy. This has a 12% chance of causing the 'Gaspless' effect.
Master: Blows a gust of wind doing 810 damage at +2 Accuracy. This has a 16% chance of causing the 'Gaspless' effect.

Special Action - Gale Palm: By paying +20% Cp, this jutsu may use Melee Accuracy, which increases the 'Gaspless' chance by +8% but lowers accuracy by -2.

Special Action - Air Barrage: By paying +10% Cp, the user may divide this attack into up to 3 smaller wind blasts. 90% of the base damage is divided equally into however many bursts of bullets are created, and each is made at +2 Accuracy. Base `Gaspless` chance is increased by +4% and then divided equally.

Rank 1 Cost: 215 Cp
Master Cost: 240 Cp

Notes:
- The 'Gaspless' effect inflicts suppression and causes the victim to pay +10% Ap to their next Action. This may only happen once per use.


Wind Scythe - C Rank
As if led by some divine being of some sort, the user of this jutsu can truly be said to have mastered the art of viewing the skies as an ally. To call upon a slicing tendril of wind at will takes true skill, and even more so to control this portion of wind to do your bidding.

Rank 1: The user slices the air, creating a wind current that deal 1485 Damage at -2 Accuracy. This has a 12% chance of inflicting the 'Wind Slice' effect.
Master: The user slices the air, creating a wind current that deal 1770 Damage at -1 Accuracy. This has a 18% chance of inflicting the 'Wind Slice' effect.

Special Action - Blade of the Wind: By paying +20% Cp, the user may focus the air current around them in a nearly invisible wind blade. This deals +10% base damage though has an additional -1 Accuracy. This may use melee or Ninjutsu accuracy.

Special Action - Divine Wind: By paying +20% Cp, the user may divide 110% of the damage into up to 5 blades of wind. Each has -2 Accuracy.

Rank 1 Cost: 540 Cp
Master Cost: 620 Cp

Notes:
- Wind Slice may only raise bleeding once per use.
- The 'Wind Slice' effect causes the attack to deal +5% base damage and raise bleeding one level.


Tempest - C Rank
A powerful wind technique which creates a powerful tornado, capable of lifting those caught within off their feet into a shredding vortex of wind that tears apart even the toughest of victims.

Rank 1: Creates a powerful vortex around two targets, attacking them 3 times at +1 Accuracy. Each strike deals 340 damage with a 18% chance of causing the 'Uplift' effect.
Master: Creates a powerful vortex around two targets, attacking them 3 times at +2 Accuracy. Each strike deals 405 damage with a 24% chance of causing the 'Uplift' effect.

Special Action: If 'Uplift' has been caused at least twice, the user may choose to instantly follow up with a mastered Wind Ninjutsu attack up to Lvl B, to strike the target(s). This jutsu deals 80% of the base damage unless it was an AoE, in which case it may only strike these two targets. If one of the targets did not suffer the `uplift` effect twice, they are uneffected. The jutsu used with this action cost +20% Cp and full Ap.

Rank 1 Cost: 405 Cp
Master Cost: 480 Cp

Notes:
- The 'Uplift' effect lifts the target into the air and reduces their dodge by -1 for the remainder of the round, at which point they fall and take 1% Max Hp damage. This may stack up to three times, and further effects do not reset the timer


Wind Release - C Rank
Infusing chakra into their breath, the user is able to blow air from their mouth to manipulate the force of air around them. While not condensed enough to cause harm, the force of this gust is more than enough to clear the surrounding area of distractions and lingering hazards, such as smoke or flames.

Rank 1: Creates powerful gust of wind that dispels effects that obscure the fields visibility. This also may dispel maintained Lightning D Rank and Below jutsu with a contested Ninjutsu check.
Master: Creates powerful gust of wind that dispels effects that obscure the fields visibility. This also may dispel maintained Lightning/Dust/Vapor jutsu C Rank and Below jutsu with a contested Ninjutsu check.

Cost: 560 Cp, with an additional +10% Cp cost for every jutsu attempted to dispel.

Notes:
- This may be used once per round.
- Effects that obscure the field refer to things such as Smoke bombs, Hidden Mist, Sandstorm Veil, and so on. This does not effect Level A+ effects.
- Dispelling any jutsu requires a Ninjutsu check between the user and the user of the contested technique. The user has a -2 penalty against B Rank effects.
- Dispelling smoke bombs is automatic, and prevents their effects from taking place for a full round.


Gale Force - C Rank
A technique which skillfully manipulates the air to condense the wind around the user, drawing most of the nearby oxygen towards them. This makes fighting the user difficult as breathing quickly becomes a difficult process, and the victims begin to feel their bodies slow and tire quickly.

Rank 1: Each time melee contact is made with the user, a Ninjutsu check is made. If the user succeeds this check, then the victim's action costs +15% Cp and they have a 12% chance of suffering the 'Gaspless' effect.
Master: Each time melee contact is made with the user, a Ninjutsu check is made. If the user succeeds this check, then the victim's action costs +15% Cp and they have a 16% chance of suffering the 'Gaspless' effect.

Special Action - Air Burst: While active, the user may pay the maintain cost to reflexively condense the air around them to block 30% of incoming damage from a single technique. However, this dispells the jutsu for the remainder of the round.

Rank 1 Cost: 500 Cp to initiate, 240 Cp/rnd
Master Cost: 620 Cp to initiate, 300 Cp/rnd

Note:
- Lasts up to two rounds.
- This jutsu effects those who use melee accuracy against the user or are targeted with melee accuracy by the user.
- The 'Gaspless' effect inflicts suppression and causes the victim to pay +10% Ap to their next Action. This may only happen once per use.
- Each time melee contact is made, a Ninjutsu check is made between the user and the target; if the user succeeds the enemy suffers the penalty towards their current action (If they attack the user) or their next action (If the user attacks them); this does not stack upon the same action.
- Due to the air drawn towards the user, the suffer a -2 dodge penalty to Fire Jutsu while this technique is active.

Wind Scar - B Rank
A wind technique which involves the user channeling their chakra into the air, slicing at the air to create multiple currents of razor sharp wind, Each homing in on their opponent and shredding them apart before they knew what hit them. This technique leaves its victims as a Bloody Mess.

Rank 1: Creates 3 Currents of Wind. Each Current strikes 4 Times at +1 Accuracy. Each strike deals 190 damage with a 21% chance of activating the 'Wind Shred' effect.
Master: Creates 3 Currents of Wind. Each Current strikes 4 Times at +1 Accuracy. Each strike deals 235 damage with a 28% chance of activating the 'Wind Shred' effect.

Special Action: By paying +20% Cp, the user may condense the attack into a single massive blast of wind, dealing 90% of the combined damage, however bypassing Damage Reduction/Barriers.

Special Action: By paying +20% Cp, the currents may be used as a called shot. This takes on all called shot penalties, and each current has a 7%/9%/11% chance of success; this is only checked once per current. Only two may be successful.

Rank 1 Cost: 655 Cp
Master Cost: 820 Cp

Notes:
- This jutsu may be used once per round.
- Only 10 hits may effect a target.
- The 'Wind Shred' effect causes the attack to deal +5% base damage. Should at least 5 strikes activate 'Wind Shred', the victim`s bleed rank is increased.[/spoilername]


[spoilername="Offensive Taijutsu"]Uncalled For Shot - E-rank
A dirty strike in which the user strikes quickly snapping a kick between the legs of a target.

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

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 - D Rank
A quick striking technique that allows the user to hit an opponent several times with high accuracy.

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 - C Rank
A long stream of attacks aimed at any number of opponents. Most often used when surrounded.

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 - B Rank
A high speed rush attack that allows the user to bombard the enemy with highly accurate and painful strikes.

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 - B Rank
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.

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.[/spoilername]


[spoilername="Buffing Taijutsu"]Charge - E Rank
A basic move that exerts extra strength in a Taijutsu.

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

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 - D Rank
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.

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 - C Rank
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.

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: 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 - C Rank
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.

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 - B Rank
An advance skill that requires extreme speed and reflex in order to strike down their foes before they can land a hit.

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.[/spoilername]

[spoilername="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.

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 - D Rank
Yes, when someone fails, you have a tendency to facepalm. However, this is your body's own reaction to your own epic failures.

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


Basic Clone Visual - D rank
A simple Clone jutsu that causes the target to see multiple copies of the user.

Rank 1: Cast at -1DC dealing 230 Damage. Causes the target to see 1 Clone of the user for a full round.
Master Rank: Cast at -1DC dealing 290 Damage. Causes the target to see 2 Clones of the user for a full round.

Notes:
- There is no awareness check for clones. The user automatically is confused by them upon being successfuly hit with this technique.
- Clones are illusionary and cannot be dispersed physically.
- If the target identifies a Clone(s), they will be re-confused at the end of the round.
- Lasts until the target is aware of the genjutsu, no longer maintained, or a Full round has passed.

Rank 1 Cost: 175 CP, 90 Cp per round
Master Rank Cost: 215 Cp, 110 CP per round


Black Out Will - C Rank
A Genjutsu that shuts down the victim's mind from completely recognizing anything, even the most simplest of things, despite witnessing it multiple times in their life.

Rank 1: Targets at +1 Difficulty. Deals 380 damage. The user may declare up to 2 Action(s) of their own to be modded as a Hidden Action against the target.
Rank 2: Targets at +1 Difficulty. Deals 475 damage. The user may declare up to 3 Action(s) of their own to be modded as a Hidden Action against the target.

Special Action: By paying +20% Chakra Cost the user may decide to declare actions that they plan to use for the next round as hidden instead.

Notes:
- The BMod will send the actual round results to all those unaffected by this technique.

Rank 1 Cost: 285Cp
Master Rank Cost: 355Cp


After-Image Visual - C Rank
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.

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 - C rank
A terrifying technique that causes the target to temporarily lose their vision by a sea of darkness.

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


Silly Fingers Kinetic - C Rank
A genjutsu that causes the fingers to act on their own. The user has absolutely no control of them, thus making it quite difficult to carry a weapon and use handseals.

Rank 1: Cast at normal DC dealing 300 Damage per round. Handseal based actions take +.25ap longer. Handseals have a 18% chance to fail.
Master: Cast at normal DC dealing 375 Damage per round. Handseals based actions take +.5ap longer. Handseals have a 21% chance to fail.

Note:
- May only cause handseals to fail once per round.
- May only be maintained for up to 3 rounds.

Rank 1 Cost: 300 CP to initiate, 150 CP to maintain
Master Cost: 375 CP to initiate, 190 CP to maintain


Phoenix Embrace Kinetic - B Rank
A Genjutsu technique that causes an intense sensation of heat within the target to the point where they feel as if their body has been scorched horribly, the slightest touches causing pain..

Rank 1: Cast at normal DC and deals 300 Illusionary damage per round. The target takes +10% damage from all sources.
Master: Cast at normal DC and deals 375 Illusionary damage per round. The target takes +15% damage from all sources.

Special Action - Fire Lacing: For +20% of Phoenix Embrace's CP Cost, may instantly follow-up an offensive Fire based technique.

Note:
- The Illusionary Damage per round can be buffed by fire damage buffs as well as Illusionary damage buffs. Damage buff cap still applies.
- The special action may only be used once per cast.

Rank 1 Cost: 480 CP to initiate, 240 CP per round to maintain
Master Cost: 600 CP to initiate, 300 CP per round to maintain[/spoilername]

[spoilername="Radiation Ninjutsu"]Radioactive Glow - C-rank
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.

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 - C Rank
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.

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 - C Rank
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.

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 - B Rank
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.

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.[/spoilername]

Current Stats
Stamina: 215 / 300
Agility: 255 / 300
Ninjutsu: 195 / 300
Taijutsu: 239 / 300
Genjutsu: 150 / 300
Chakra Control: 290% / 300


Power Level: 1344


Capped Points: 300


Topic: http://www.ninpocho.com/viewtopic.php?p=226812#p226812


New Stats (+6)
Stamina: 22 (+6) / 300
Agility: 255 / 300
Ninjutsu: 195 / 300
Taijutsu: 239 / 300
Genjutsu: 150 / 300
Chakra Control: 290% / 300


Power Level: 1350

ASP: 16 (+1)

Mastery: Wind Scar (12)
Mastery: Tempest (10)
Mastery: Pressure Burst (6)


Approved
 
Re: Annals of Yaku Sara

[spoilername="Non-Element Ninjutsu"] Transformation - E Rank
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.

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.


Body Switch - E Rank
A basic skill involving quickly switching the body with another plant, animal or inanimate object. This is used to confuse the opponent momentarily and create an opportunity to attack or possibly escape.

Rank 1: The user may body switch against level E-C Jutsu.
Master: The user may body switch against level E-B Jutsu.

Special Action: The user may attempt to Body switch with an enemies clone. This requires the user to make a melee check against the clone.

Cost: Cost of Jutsu dodged +20% Cp.

Notes:
- May only be used once per round, and requires a full round of cool down before it may be used again.
- Cannot be done in the same round as any other 'Body Switch' type techniques.
- Does not require handseals and may be used reflexively.
- Cannot be used on Genjutsu, while bound, or against successful sneak attacks.
- The user must have a Kawarimi Target in their inventory or active clones on the field.
- This auto-dodges only a single action. If the action was a multi-hit, all hits would be avoided.
- During the cooldown time for this jutsu, the user suffer's a -3 dodge penalty.


Crystal Eye - D Rank
A jutsu that allows the user to concentrate chakra into a small sphere of whatever minerals may be lying around, creating what resembles a glass eye. This eye can be used for surveillance and for spying purposes, capable of freely moving in the air to view its intended target.

Rank 1: Grants the user +1 Awareness, with a 50% Chance of treating all the user's Visibility check against others as one rank higher.
Master: Grants the user +1 Awareness, and treats all the user's Visibility check against others as one rank higher.

Special Action: While the jutsu is active, the user may spend 1.5 Ap to focus upon the eye's vision and make an awareness check against all in battle. This battle check ignores smoke bombs or other concealing effects, and may only be done once per round.

Rank 1 Cost: 240 CP to initiate, 120 CP/Rnd
Master Cost: 300 CP to initiate, 150 CP/Rnd

Notes:
- This may last up to three rounds.
- A user of this technique can only have one eye out at any one time, but it does not count as a creation jutsu.
- This eye can be targeted and destroyed at -3 Accuracy.


Cancel - D Rank
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.

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.


Energy Transfer - B Rank
A technique used to create a link of chakra between the user and a target, bonding the two together in many ways. One of the most powerful aspects shared with this technique, is that it allows the two to transfer energy into one another, giving or taking chakra from each other so long as this technique is managed.

Rank 1: Transfers 1200 Cp between the user and the target. This has a 21% chance of activating the 'Non Elemental' effect.
Master: Transfers 1500 Cp between the user and the target. This has a 28% chance of activating the 'Non Elemental' effect.

Special Action: The user may spend additional Ap to transfer more chakra. For every 1 Ap remaining in contact the user may choose to give/take an additional 480/600 CP.

Cost: This jutsu only costs AP.

Notes:
- If used against an enemy, a Ninjutsu check is made between them and the target upon being used, and every additional Ap spent in contact.
- The user may choose to either take chakra or give chakra from the target.
- If chakra is taken, the user regains chakra equal to half the Cp damage.
- The amount of chakra taken cannot be reduced by damage reduction.
- The limit of chakra transferred may be increased by Ninjutsu buffs.
- The 'Non-Elemental' effect increases this jutsu's limit by +10%. This does not apply to caps.


Leech Seal - B Rank
A seal that may be placed upon a target, which from that point on will gradually siphon the life and chakra from the victim and steadily restore the chakra and vitality of the user. This seal is only temporarily, and only remains active so long as the user remains nearby the victim.

Rank 1: Places the Leech seal upon a target at -2 Accuracy. Each round the victim loses 2% of their Max Hp and Cp.
Master: Places the Leech seal upon a target at -1 Accuracy. Each round the victim loses 2.5% of their Max Hp and Cp. The user has +1 to their maintain checks.

Special Action: By sacrificing either the Hp or Cp effects of the seal, the user may increase the other by +2%.

Cost: 1200 CP to place the seal

Notes:
- Uses Melee Accuracy to scribe the seal, and a Ninjutsu check each round after the first. Lasts up to three rounds.
- Half of the HP and CP damage dealt by this technique is added to the user's HP and CP.
- Any Hp/Cp regained by the victim while this seal is active requires a Ninjutsu check against the Sealer. If the Sealer succeeds, then the amount healed is split between the victim and the sealer.
- Per-round Hp/Cp regeneration does not stack if placed upon multiple targets. However, if the targets recover Hp/Cp the user may receive the benefits.


Rasengan- B Rank
An advanced Ninjutsu that requires precise chakra control on the user's part, this skill creates a powerful vortex condensed into the form of a rapidly spinning sphere of chakra. This technique requires the user to constantly manipulate their chakra which allows this jutsu to grind through all substances and inflict major damage. With added chakra, the user may also attune this jutsu to Elements they are attuned to, or alter its size and shape...Yet as powerful as this is, this jutsu is still incomplete.

Rank 1: Creates a sphere of violent chakra that deals 2200 damage. 'Non Elemental' and 'Nature Transformation' effects have a 21% chance of activating.
Master: Creates a sphere of violent chakra that deals 2500 damage. 'Non Elemental' and 'Nature Transformation' effects have a 28% chance of activating.

Special Action - Shape Transformation: When using this Jutsu, the user may alter the control of chakra within the sphere to give one of the following effects;
- +1 Accuracy and -10% Cp cost, but deal -5% base damage. (Stacks up to two times)
- +5% Base Damage, but lower accuracy by -1 and increase Cp cost by +10%. (Stacks up to two times)
- Used with Ninjutsu Accuracy

Special Action - Nature Transformation: By sacrificing the 'Non Elemental' effect, the user may choose to add an elemental affinity to the Rasengan. The user must have the affinity of the chosen element. If an advanced element is chosen, this reduces the elemental effect's chance of activating by -14%, but allows the Rasengan to activate both base element effects simultaneously.

Rank 1 Cost: 730 CP
Master Cost: 1000 CP

Notes:
- Does not require handseals and uses melee accuracy. Both Special Actions may be used simultaneously.
- If an affinity is added to the Rasengan, it is treated as a jutsu of that element (If not, it is NE).
- The 'Non-Elemental' effect increases this jutsu's damage by +10%. This does not apply to caps.
- Only one elemental effect may affect the target per round (Unless an advanced affinity is given to the Rasengan); you cannot stack effects by spamming Rasengan with different elements. Each effect is not automatic, and has a chance of activating.

- Fire grants the 'Sear' effect. The 'Sear' effect gives the target a 10% chance of taking critical damage to the next attack to hit them. If this is not successful, then they only take +10% damage from the attack. This does not stack.
- Wind grants the 'Wind Slice' effect. The 'Wind Slice' effect causes the attack to deal +5% base damage and raise bleeding one level.
- Lightning grants 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.
- Earth grants the 'Crush' effect. The 'Crush' effect causes suppression and raises the called shot level of a single limb chosen at random.
- Water grants the 'Cascade' effect. The 'Cascade' effect suppresses the target and allows the user to immediately follow up this Jutsu with any Water Ninjutsu of their choice. This follow-up gains +2 Accuracy.[/spoilername]

[spoilername="Medical Ninjutsu"]Mystical Hand - D Rank
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.

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 - D Rank
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.

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
- C Rank
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.

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 - C Rank
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.

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 - C Rank
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.

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.[/spoilername]


[spoilername="Lightning Ninjutsu"]Storm Bolt - E Rank
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.

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 - E-rank
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.

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 - D Rank
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.

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 - D Rank
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.

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 - C Rank
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.

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.


Chidori - B Rank
A high ranked ninjutsu that concentrates a lethal amount of chakra into the palm of the user, creating a visible blade of Lightning that produces a high-pitched screeching similar to the chirping of a thousand birds. Though powerful, this chakra weighs down the arm of the user making this techique difficult to use...though with training, the user is able to perfect this technique to a lighter, more accurate technique that is said to have cut through a bolt of lightning.

Rank 1: Creates a blade of Lightning around the user's arm, dealing 2200 damage at -2 accuracy. This has a 21% chance of activating the 'Pierce' effect.
Master: Creates a blade of Lightning around the user's arm, dealing 2750 damage at -2 accuracy. This has a 28% chance of activating the 'Pierce' effect.

Special Action - Lightning Blade: This jutsu may be 'charged' for +30% Cp. This causes this jutsu to be modded as if costing 3.5 Ap (But still costs only 2.5 Ap), and is charged during the time of the user's last action up to the use of this jutsu. The user has a -2 dodge penalty during this time, and if the user takes damage equal to 10% of the Max Hp during this time, this jutsu loses -2 accuracy and -15% base damage. This grants the user a +7% chance to activate 'Pierce' and also activates 'Impale' at that time; this will not happen if the user took 10% of their max Hp damage.

Rank 1 Cost: 870 Cp
Master Cost: 1090 Cp

Notes:

- This jutsu uses Melee Accuracy.
- The 'Pierce' effect ignores DR, and destroys barriers, and increases bleeding by 1 level. This does not effect barriers of a higher level than this Jutsu.
- The 'Impale' effect increases bleeding by one level and has a 35% chance of dealing critical damage. Additionally, this disperses clones.[/spoilername]


[spoilername="Wind Ninjutsu"]Pressure Burst - E Rank
A jutsu where the user channels wind chakra into their palms, then thrusts their arm towards a target, releasing a small burst of wind upon impact that pushes the victim back.

Rank 1: The user creates a coat of wind around their palm, slamming their palm against a target. The wind bursts upon impact, dealing 270 damage and 4% chance of inflicting the 'Gaspless' effect.
Master: The user creates a coat of wind around their palm, slamming their palm against a target. The wind bursts upon impact, dealing 340 damage and 6% chance of inflicting the 'Gaspless' effect.

Special Action: This is may be thrown using Ninjutsu Accuracy by paying +10% Cp. This deals -10% base damage, though has +2 Accuracy.

Rank 1 Cost: 90 Cp
Master Cost: 110 Cp

Notes:
- Uses Melee Accuracy
- The 'Gaspless' effect inflicts suppression and causes the victim to pay +10% Ap to their next Action. This may only happen once per use.


Shredding Touch - D Rank
A Wind Technique in which the user channels wind chakra around their hands and feet, creating a blurred glow. When combined with Melee skills, the wind chakra cuts the opponent with each each rather than simply bruise them, and the cutting nature of the wind tends to strike sensitive points more often than usual.

Rank 1: While active, all melee taijutsu attacks made by the user have a 8% chance to cause the 'Wind Slice' effect.
Master: While active, all melee taijutsu attacks made by the user have a 12% chance to cause the 'Wind Slice' effect.

Rank 1 Cost: 215 CP to initiate, 110 Cp/rnd.
Master Cost: 270 CP to initiate, 140 Cp/rnd.

Notes:
- Lasts up to three rounds.
- Damage gains 'Wind' buffs while this is active.
- The 'Wind Slice' effect causes the attack to deal +5% base damage and raise bleeding one level.


Air Bullet - D Rank
A jutsu that creates a condensed sphere of air, that when shot is capable of blowing the target off their feet, leaving them defenseless and open for a quick moment while they regain balance.

Rank 1: Blows a gust of wind doing 685 damage at +1 Accuracy. This has a 12% chance of causing the 'Gaspless' effect.
Master: Blows a gust of wind doing 810 damage at +2 Accuracy. This has a 16% chance of causing the 'Gaspless' effect.

Special Action - Gale Palm: By paying +20% Cp, this jutsu may use Melee Accuracy, which increases the 'Gaspless' chance by +8% but lowers accuracy by -2.

Special Action - Air Barrage: By paying +10% Cp, the user may divide this attack into up to 3 smaller wind blasts. 90% of the base damage is divided equally into however many bursts of bullets are created, and each is made at +2 Accuracy. Base `Gaspless` chance is increased by +4% and then divided equally.

Rank 1 Cost: 215 Cp
Master Cost: 240 Cp

Notes:
- The 'Gaspless' effect inflicts suppression and causes the victim to pay +10% Ap to their next Action. This may only happen once per use.


Wind Scythe - C Rank
As if led by some divine being of some sort, the user of this jutsu can truly be said to have mastered the art of viewing the skies as an ally. To call upon a slicing tendril of wind at will takes true skill, and even more so to control this portion of wind to do your bidding.

Rank 1: The user slices the air, creating a wind current that deal 1485 Damage at -2 Accuracy. This has a 12% chance of inflicting the 'Wind Slice' effect.
Master: The user slices the air, creating a wind current that deal 1770 Damage at -1 Accuracy. This has a 18% chance of inflicting the 'Wind Slice' effect.

Special Action - Blade of the Wind: By paying +20% Cp, the user may focus the air current around them in a nearly invisible wind blade. This deals +10% base damage though has an additional -1 Accuracy. This may use melee or Ninjutsu accuracy.

Special Action - Divine Wind: By paying +20% Cp, the user may divide 110% of the damage into up to 5 blades of wind. Each has -2 Accuracy.

Rank 1 Cost: 540 Cp
Master Cost: 620 Cp

Notes:
- Wind Slice may only raise bleeding once per use.
- The 'Wind Slice' effect causes the attack to deal +5% base damage and raise bleeding one level.


Tempest - C Rank
A powerful wind technique which creates a powerful tornado, capable of lifting those caught within off their feet into a shredding vortex of wind that tears apart even the toughest of victims.

Rank 1: Creates a powerful vortex around two targets, attacking them 3 times at +1 Accuracy. Each strike deals 340 damage with a 18% chance of causing the 'Uplift' effect.
Master: Creates a powerful vortex around two targets, attacking them 3 times at +2 Accuracy. Each strike deals 405 damage with a 24% chance of causing the 'Uplift' effect.

Special Action: If 'Uplift' has been caused at least twice, the user may choose to instantly follow up with a mastered Wind Ninjutsu attack up to Lvl B, to strike the target(s). This jutsu deals 80% of the base damage unless it was an AoE, in which case it may only strike these two targets. If one of the targets did not suffer the `uplift` effect twice, they are uneffected. The jutsu used with this action cost +20% Cp and full Ap.

Rank 1 Cost: 405 Cp
Master Cost: 480 Cp

Notes:
- The 'Uplift' effect lifts the target into the air and reduces their dodge by -1 for the remainder of the round, at which point they fall and take 1% Max Hp damage. This may stack up to three times, and further effects do not reset the timer


Wind Release - C Rank
Infusing chakra into their breath, the user is able to blow air from their mouth to manipulate the force of air around them. While not condensed enough to cause harm, the force of this gust is more than enough to clear the surrounding area of distractions and lingering hazards, such as smoke or flames.

Rank 1: Creates powerful gust of wind that dispels effects that obscure the fields visibility. This also may dispel maintained Lightning D Rank and Below jutsu with a contested Ninjutsu check.
Master: Creates powerful gust of wind that dispels effects that obscure the fields visibility. This also may dispel maintained Lightning/Dust/Vapor jutsu C Rank and Below jutsu with a contested Ninjutsu check.

Cost: 560 Cp, with an additional +10% Cp cost for every jutsu attempted to dispel.

Notes:
- This may be used once per round.
- Effects that obscure the field refer to things such as Smoke bombs, Hidden Mist, Sandstorm Veil, and so on. This does not effect Level A+ effects.
- Dispelling any jutsu requires a Ninjutsu check between the user and the user of the contested technique. The user has a -2 penalty against B Rank effects.
- Dispelling smoke bombs is automatic, and prevents their effects from taking place for a full round.


Gale Force - C Rank
A technique which skillfully manipulates the air to condense the wind around the user, drawing most of the nearby oxygen towards them. This makes fighting the user difficult as breathing quickly becomes a difficult process, and the victims begin to feel their bodies slow and tire quickly.

Rank 1: Each time melee contact is made with the user, a Ninjutsu check is made. If the user succeeds this check, then the victim's action costs +15% Cp and they have a 12% chance of suffering the 'Gaspless' effect.
Master: Each time melee contact is made with the user, a Ninjutsu check is made. If the user succeeds this check, then the victim's action costs +15% Cp and they have a 16% chance of suffering the 'Gaspless' effect.

Special Action - Air Burst: While active, the user may pay the maintain cost to reflexively condense the air around them to block 30% of incoming damage from a single technique. However, this dispells the jutsu for the remainder of the round.

Rank 1 Cost: 500 Cp to initiate, 240 Cp/rnd
Master Cost: 620 Cp to initiate, 300 Cp/rnd

Note:
- Lasts up to two rounds.
- This jutsu effects those who use melee accuracy against the user or are targeted with melee accuracy by the user.
- The 'Gaspless' effect inflicts suppression and causes the victim to pay +10% Ap to their next Action. This may only happen once per use.
- Each time melee contact is made, a Ninjutsu check is made between the user and the target; if the user succeeds the enemy suffers the penalty towards their current action (If they attack the user) or their next action (If the user attacks them); this does not stack upon the same action.
- Due to the air drawn towards the user, the suffer a -2 dodge penalty to Fire Jutsu while this technique is active.

Wind Scar - B Rank
A wind technique which involves the user channeling their chakra into the air, slicing at the air to create multiple currents of razor sharp wind, Each homing in on their opponent and shredding them apart before they knew what hit them. This technique leaves its victims as a Bloody Mess.

Rank 1: Creates 3 Currents of Wind. Each Current strikes 4 Times at +1 Accuracy. Each strike deals 190 damage with a 21% chance of activating the 'Wind Shred' effect.
Master: Creates 3 Currents of Wind. Each Current strikes 4 Times at +1 Accuracy. Each strike deals 235 damage with a 28% chance of activating the 'Wind Shred' effect.

Special Action: By paying +20% Cp, the user may condense the attack into a single massive blast of wind, dealing 90% of the combined damage, however bypassing Damage Reduction/Barriers.

Special Action: By paying +20% Cp, the currents may be used as a called shot. This takes on all called shot penalties, and each current has a 7%/9%/11% chance of success; this is only checked once per current. Only two may be successful.

Rank 1 Cost: 655 Cp
Master Cost: 820 Cp

Notes:
- This jutsu may be used once per round.
- Only 10 hits may effect a target.
- The 'Wind Shred' effect causes the attack to deal +5% base damage. Should at least 5 strikes activate 'Wind Shred', the victim`s bleed rank is increased.[/spoilername]


[spoilername="Offensive Taijutsu"]Uncalled For Shot - E-rank
A dirty strike in which the user strikes quickly snapping a kick between the legs of a target.

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

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 - D Rank
A quick striking technique that allows the user to hit an opponent several times with high accuracy.

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 - C Rank
A long stream of attacks aimed at any number of opponents. Most often used when surrounded.

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 - B Rank
A high speed rush attack that allows the user to bombard the enemy with highly accurate and painful strikes.

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 - B Rank
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.

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.[/spoilername]


[spoilername="Buffing Taijutsu"]Charge - E Rank
A basic move that exerts extra strength in a Taijutsu.

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

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 - D Rank
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.

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 - C Rank
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.

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: 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 - C Rank
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.

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 - B Rank
An advance skill that requires extreme speed and reflex in order to strike down their foes before they can land a hit.

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.[/spoilername]

[spoilername="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.

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 - D Rank
Yes, when someone fails, you have a tendency to facepalm. However, this is your body's own reaction to your own epic failures.

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


Basic Clone Visual - D rank
A simple Clone jutsu that causes the target to see multiple copies of the user.

Rank 1: Cast at -1DC dealing 230 Damage. Causes the target to see 1 Clone of the user for a full round.
Master Rank: Cast at -1DC dealing 290 Damage. Causes the target to see 2 Clones of the user for a full round.

Notes:
- There is no awareness check for clones. The user automatically is confused by them upon being successfuly hit with this technique.
- Clones are illusionary and cannot be dispersed physically.
- If the target identifies a Clone(s), they will be re-confused at the end of the round.
- Lasts until the target is aware of the genjutsu, no longer maintained, or a Full round has passed.

Rank 1 Cost: 175 CP, 90 Cp per round
Master Rank Cost: 215 Cp, 110 CP per round


Black Out Will - C Rank
A Genjutsu that shuts down the victim's mind from completely recognizing anything, even the most simplest of things, despite witnessing it multiple times in their life.

Rank 1: Targets at +1 Difficulty. Deals 380 damage. The user may declare up to 2 Action(s) of their own to be modded as a Hidden Action against the target.
Rank 2: Targets at +1 Difficulty. Deals 475 damage. The user may declare up to 3 Action(s) of their own to be modded as a Hidden Action against the target.

Special Action: By paying +20% Chakra Cost the user may decide to declare actions that they plan to use for the next round as hidden instead.

Notes:
- The BMod will send the actual round results to all those unaffected by this technique.

Rank 1 Cost: 285Cp
Master Rank Cost: 355Cp


After-Image Visual - C Rank
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.

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 - C rank
A terrifying technique that causes the target to temporarily lose their vision by a sea of darkness.

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


Silly Fingers Kinetic - C Rank
A genjutsu that causes the fingers to act on their own. The user has absolutely no control of them, thus making it quite difficult to carry a weapon and use handseals.

Rank 1: Cast at normal DC dealing 300 Damage per round. Handseal based actions take +.25ap longer. Handseals have a 18% chance to fail.
Master: Cast at normal DC dealing 375 Damage per round. Handseals based actions take +.5ap longer. Handseals have a 21% chance to fail.

Note:
- May only cause handseals to fail once per round.
- May only be maintained for up to 3 rounds.

Rank 1 Cost: 300 CP to initiate, 150 CP to maintain
Master Cost: 375 CP to initiate, 190 CP to maintain


Phoenix Embrace Kinetic - B Rank
A Genjutsu technique that causes an intense sensation of heat within the target to the point where they feel as if their body has been scorched horribly, the slightest touches causing pain..

Rank 1: Cast at normal DC and deals 300 Illusionary damage per round. The target takes +10% damage from all sources.
Master: Cast at normal DC and deals 375 Illusionary damage per round. The target takes +15% damage from all sources.

Special Action - Fire Lacing: For +20% of Phoenix Embrace's CP Cost, may instantly follow-up an offensive Fire based technique.

Note:
- The Illusionary Damage per round can be buffed by fire damage buffs as well as Illusionary damage buffs. Damage buff cap still applies.
- The special action may only be used once per cast.

Rank 1 Cost: 480 CP to initiate, 240 CP per round to maintain
Master Cost: 600 CP to initiate, 300 CP per round to maintain[/spoilername]

[spoilername="Radiation Ninjutsu"]Radioactive Glow - C-rank
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.

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 - C Rank
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.

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 - C Rank
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.

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 - B Rank
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.

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.[/spoilername]

[spoilername="Photon Ninjutsu"]Luminous Shine - C-rank
The user covers themselves in a layer of photon chakra to create an intense, almost angelic glow of light that blinds those who directly view them. This aura is a double edged sword though; it makes determining the user's exact position and landing a clean hit difficult due to the brightness, but also prevents them from being able to hide their position.

Rank 1: All actions directed at the user have a 12% chance to suffer the 'Misguided' effect.
Master: All actions directed at the user have a 15% chance to suffer the 'Misguided' effect.

Rank 1 Cost: 500 Cp, 250 Cp/Rnd
Master Cost: 620 Cp, 310 Cp/Rnd

Notes:
- Lasts up to two full rounds
- This is Chakra Armor
- The user cannot go into stealth while this effect is active.
- The 'Misguided' effect causes an action that hits to be treated lower and prevents it from auto-hitting. A full hit becomes a partial hit, a partial hit is treated one rank lower, and a Critical hit becomes a Full hit. This effect overwrites any effects that 'treat partial hits higher'.
- 'Misguided' may only be raised up to a 30% chance of activating. If the user has 40%+ Photon buffs, the cap becomes 35%.[/spoilername]



Current Stats
Stamina: 221 / 300
Agility: 255 / 300
Ninjutsu: 195 / 300
Taijutsu: 239 / 300
Genjutsu: 150 / 300
Chakra Control: 290% / 300


Power Level: 1350


Topic: http://www.ninpocho.com/viewtopic.php?p=227188#p227188


New Stats: (+25)
Stamina: 230 (+9) / 300
Agility: 260 (+5) / 300
Ninjutsu: 200 (+5) / 300
Taijutsu: 245 (+6) / 300
Genjutsu: 150 / 300
Chakra Control: 290% / 300


Power Level: 1375

ASP: 16

Mastery: Luminous Shine (10)
 
Re: Annals of Yaku Sara

Sara said:
[spoilername="Non-Element Ninjutsu"] Transformation - E Rank
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.

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.


Body Switch - E Rank
A basic skill involving quickly switching the body with another plant, animal or inanimate object. This is used to confuse the opponent momentarily and create an opportunity to attack or possibly escape.

Rank 1: The user may body switch against level E-C Jutsu.
Master: The user may body switch against level E-B Jutsu.

Special Action: The user may attempt to Body switch with an enemies clone. This requires the user to make a melee check against the clone.

Cost: Cost of Jutsu dodged +20% Cp.

Notes:
- May only be used once per round, and requires a full round of cool down before it may be used again.
- Cannot be done in the same round as any other 'Body Switch' type techniques.
- Does not require handseals and may be used reflexively.
- Cannot be used on Genjutsu, while bound, or against successful sneak attacks.
- The user must have a Kawarimi Target in their inventory or active clones on the field.
- This auto-dodges only a single action. If the action was a multi-hit, all hits would be avoided.
- During the cooldown time for this jutsu, the user suffer's a -3 dodge penalty.


Crystal Eye - D Rank
A jutsu that allows the user to concentrate chakra into a small sphere of whatever minerals may be lying around, creating what resembles a glass eye. This eye can be used for surveillance and for spying purposes, capable of freely moving in the air to view its intended target.

Rank 1: Grants the user +1 Awareness, with a 50% Chance of treating all the user's Visibility check against others as one rank higher.
Master: Grants the user +1 Awareness, and treats all the user's Visibility check against others as one rank higher.

Special Action: While the jutsu is active, the user may spend 1.5 Ap to focus upon the eye's vision and make an awareness check against all in battle. This battle check ignores smoke bombs or other concealing effects, and may only be done once per round.

Rank 1 Cost: 240 CP to initiate, 120 CP/Rnd
Master Cost: 300 CP to initiate, 150 CP/Rnd

Notes:
- This may last up to three rounds.
- A user of this technique can only have one eye out at any one time, but it does not count as a creation jutsu.
- This eye can be targeted and destroyed at -3 Accuracy.


Cancel - D Rank
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.

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.


Energy Transfer - B Rank
A technique used to create a link of chakra between the user and a target, bonding the two together in many ways. One of the most powerful aspects shared with this technique, is that it allows the two to transfer energy into one another, giving or taking chakra from each other so long as this technique is managed.

Rank 1: Transfers 1200 Cp between the user and the target. This has a 21% chance of activating the 'Non Elemental' effect.
Master: Transfers 1500 Cp between the user and the target. This has a 28% chance of activating the 'Non Elemental' effect.

Special Action: The user may spend additional Ap to transfer more chakra. For every 1 Ap remaining in contact the user may choose to give/take an additional 480/600 CP.

Cost: This jutsu only costs AP.

Notes:
- If used against an enemy, a Ninjutsu check is made between them and the target upon being used, and every additional Ap spent in contact.
- The user may choose to either take chakra or give chakra from the target.
- If chakra is taken, the user regains chakra equal to half the Cp damage.
- The amount of chakra taken cannot be reduced by damage reduction.
- The limit of chakra transferred may be increased by Ninjutsu buffs.
- The 'Non-Elemental' effect increases this jutsu's limit by +10%. This does not apply to caps.


Leech Seal - B Rank
A seal that may be placed upon a target, which from that point on will gradually siphon the life and chakra from the victim and steadily restore the chakra and vitality of the user. This seal is only temporarily, and only remains active so long as the user remains nearby the victim.

Rank 1: Places the Leech seal upon a target at -2 Accuracy. Each round the victim loses 2% of their Max Hp and Cp.
Master: Places the Leech seal upon a target at -1 Accuracy. Each round the victim loses 2.5% of their Max Hp and Cp. The user has +1 to their maintain checks.

Special Action: By sacrificing either the Hp or Cp effects of the seal, the user may increase the other by +2%.

Cost: 1200 CP to place the seal

Notes:
- Uses Melee Accuracy to scribe the seal, and a Ninjutsu check each round after the first. Lasts up to three rounds.
- Half of the HP and CP damage dealt by this technique is added to the user's HP and CP.
- Any Hp/Cp regained by the victim while this seal is active requires a Ninjutsu check against the Sealer. If the Sealer succeeds, then the amount healed is split between the victim and the sealer.
- Per-round Hp/Cp regeneration does not stack if placed upon multiple targets. However, if the targets recover Hp/Cp the user may receive the benefits.


Rasengan- B Rank
An advanced Ninjutsu that requires precise chakra control on the user's part, this skill creates a powerful vortex condensed into the form of a rapidly spinning sphere of chakra. This technique requires the user to constantly manipulate their chakra which allows this jutsu to grind through all substances and inflict major damage. With added chakra, the user may also attune this jutsu to Elements they are attuned to, or alter its size and shape...Yet as powerful as this is, this jutsu is still incomplete.

Rank 1: Creates a sphere of violent chakra that deals 2200 damage. 'Non Elemental' and 'Nature Transformation' effects have a 21% chance of activating.
Master: Creates a sphere of violent chakra that deals 2500 damage. 'Non Elemental' and 'Nature Transformation' effects have a 28% chance of activating.

Special Action - Shape Transformation: When using this Jutsu, the user may alter the control of chakra within the sphere to give one of the following effects;
- +1 Accuracy and -10% Cp cost, but deal -5% base damage. (Stacks up to two times)
- +5% Base Damage, but lower accuracy by -1 and increase Cp cost by +10%. (Stacks up to two times)
- Used with Ninjutsu Accuracy

Special Action - Nature Transformation: By sacrificing the 'Non Elemental' effect, the user may choose to add an elemental affinity to the Rasengan. The user must have the affinity of the chosen element. If an advanced element is chosen, this reduces the elemental effect's chance of activating by -14%, but allows the Rasengan to activate both base element effects simultaneously.

Rank 1 Cost: 730 CP
Master Cost: 1000 CP

Notes:
- Does not require handseals and uses melee accuracy. Both Special Actions may be used simultaneously.
- If an affinity is added to the Rasengan, it is treated as a jutsu of that element (If not, it is NE).
- The 'Non-Elemental' effect increases this jutsu's damage by +10%. This does not apply to caps.
- Only one elemental effect may affect the target per round (Unless an advanced affinity is given to the Rasengan); you cannot stack effects by spamming Rasengan with different elements. Each effect is not automatic, and has a chance of activating.

- Fire grants the 'Sear' effect. The 'Sear' effect gives the target a 10% chance of taking critical damage to the next attack to hit them. If this is not successful, then they only take +10% damage from the attack. This does not stack.
- Wind grants the 'Wind Slice' effect. The 'Wind Slice' effect causes the attack to deal +5% base damage and raise bleeding one level.
- Lightning grants 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.
- Earth grants the 'Crush' effect. The 'Crush' effect causes suppression and raises the called shot level of a single limb chosen at random.
- Water grants the 'Cascade' effect. The 'Cascade' effect suppresses the target and allows the user to immediately follow up this Jutsu with any Water Ninjutsu of their choice. This follow-up gains +2 Accuracy.[/spoilername]

[spoilername="Medical Ninjutsu"]Mystical Hand - D Rank
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.

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 - D Rank
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.

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
- C Rank
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.

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 - C Rank
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.

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 - C Rank
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.

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.[/spoilername]


[spoilername="Lightning Ninjutsu"]Storm Bolt - E Rank
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.

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 - E-rank
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.

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 - D Rank
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.

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 - D Rank
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.

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 - C Rank
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.

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.


Chidori - B Rank
A high ranked ninjutsu that concentrates a lethal amount of chakra into the palm of the user, creating a visible blade of Lightning that produces a high-pitched screeching similar to the chirping of a thousand birds. Though powerful, this chakra weighs down the arm of the user making this techique difficult to use...though with training, the user is able to perfect this technique to a lighter, more accurate technique that is said to have cut through a bolt of lightning.

Rank 1: Creates a blade of Lightning around the user's arm, dealing 2200 damage at -2 accuracy. This has a 21% chance of activating the 'Pierce' effect.
Master: Creates a blade of Lightning around the user's arm, dealing 2750 damage at -2 accuracy. This has a 28% chance of activating the 'Pierce' effect.

Special Action - Lightning Blade: This jutsu may be 'charged' for +30% Cp. This causes this jutsu to be modded as if costing 3.5 Ap (But still costs only 2.5 Ap), and is charged during the time of the user's last action up to the use of this jutsu. The user has a -2 dodge penalty during this time, and if the user takes damage equal to 10% of the Max Hp during this time, this jutsu loses -2 accuracy and -15% base damage. This grants the user a +7% chance to activate 'Pierce' and also activates 'Impale' at that time; this will not happen if the user took 10% of their max Hp damage.

Rank 1 Cost: 870 Cp
Master Cost: 1090 Cp

Notes:

- This jutsu uses Melee Accuracy.
- The 'Pierce' effect ignores DR, and destroys barriers, and increases bleeding by 1 level. This does not effect barriers of a higher level than this Jutsu.
- The 'Impale' effect increases bleeding by one level and has a 35% chance of dealing critical damage. Additionally, this disperses clones.[/spoilername]


[spoilername="Wind Ninjutsu"]Pressure Burst - E Rank
A jutsu where the user channels wind chakra into their palms, then thrusts their arm towards a target, releasing a small burst of wind upon impact that pushes the victim back.

Rank 1: The user creates a coat of wind around their palm, slamming their palm against a target. The wind bursts upon impact, dealing 270 damage and 4% chance of inflicting the 'Gaspless' effect.
Master: The user creates a coat of wind around their palm, slamming their palm against a target. The wind bursts upon impact, dealing 340 damage and 6% chance of inflicting the 'Gaspless' effect.

Special Action: This is may be thrown using Ninjutsu Accuracy by paying +10% Cp. This deals -10% base damage, though has +2 Accuracy.

Rank 1 Cost: 90 Cp
Master Cost: 110 Cp

Notes:
- Uses Melee Accuracy
- The 'Gaspless' effect inflicts suppression and causes the victim to pay +10% Ap to their next Action. This may only happen once per use.


Shredding Touch - D Rank
A Wind Technique in which the user channels wind chakra around their hands and feet, creating a blurred glow. When combined with Melee skills, the wind chakra cuts the opponent with each each rather than simply bruise them, and the cutting nature of the wind tends to strike sensitive points more often than usual.

Rank 1: While active, all melee taijutsu attacks made by the user have a 8% chance to cause the 'Wind Slice' effect.
Master: While active, all melee taijutsu attacks made by the user have a 12% chance to cause the 'Wind Slice' effect.

Rank 1 Cost: 215 CP to initiate, 110 Cp/rnd.
Master Cost: 270 CP to initiate, 140 Cp/rnd.

Notes:
- Lasts up to three rounds.
- Damage gains 'Wind' buffs while this is active.
- The 'Wind Slice' effect causes the attack to deal +5% base damage and raise bleeding one level.


Air Bullet - D Rank
A jutsu that creates a condensed sphere of air, that when shot is capable of blowing the target off their feet, leaving them defenseless and open for a quick moment while they regain balance.

Rank 1: Blows a gust of wind doing 685 damage at +1 Accuracy. This has a 12% chance of causing the 'Gaspless' effect.
Master: Blows a gust of wind doing 810 damage at +2 Accuracy. This has a 16% chance of causing the 'Gaspless' effect.

Special Action - Gale Palm: By paying +20% Cp, this jutsu may use Melee Accuracy, which increases the 'Gaspless' chance by +8% but lowers accuracy by -2.

Special Action - Air Barrage: By paying +10% Cp, the user may divide this attack into up to 3 smaller wind blasts. 90% of the base damage is divided equally into however many bursts of bullets are created, and each is made at +2 Accuracy. Base `Gaspless` chance is increased by +4% and then divided equally.

Rank 1 Cost: 215 Cp
Master Cost: 240 Cp

Notes:
- The 'Gaspless' effect inflicts suppression and causes the victim to pay +10% Ap to their next Action. This may only happen once per use.


Wind Scythe - C Rank
As if led by some divine being of some sort, the user of this jutsu can truly be said to have mastered the art of viewing the skies as an ally. To call upon a slicing tendril of wind at will takes true skill, and even more so to control this portion of wind to do your bidding.

Rank 1: The user slices the air, creating a wind current that deal 1485 Damage at -2 Accuracy. This has a 12% chance of inflicting the 'Wind Slice' effect.
Master: The user slices the air, creating a wind current that deal 1770 Damage at -1 Accuracy. This has a 18% chance of inflicting the 'Wind Slice' effect.

Special Action - Blade of the Wind: By paying +20% Cp, the user may focus the air current around them in a nearly invisible wind blade. This deals +10% base damage though has an additional -1 Accuracy. This may use melee or Ninjutsu accuracy.

Special Action - Divine Wind: By paying +20% Cp, the user may divide 110% of the damage into up to 5 blades of wind. Each has -2 Accuracy.

Rank 1 Cost: 540 Cp
Master Cost: 620 Cp

Notes:
- Wind Slice may only raise bleeding once per use.
- The 'Wind Slice' effect causes the attack to deal +5% base damage and raise bleeding one level.


Tempest - C Rank
A powerful wind technique which creates a powerful tornado, capable of lifting those caught within off their feet into a shredding vortex of wind that tears apart even the toughest of victims.

Rank 1: Creates a powerful vortex around two targets, attacking them 3 times at +1 Accuracy. Each strike deals 340 damage with a 18% chance of causing the 'Uplift' effect.
Master: Creates a powerful vortex around two targets, attacking them 3 times at +2 Accuracy. Each strike deals 405 damage with a 24% chance of causing the 'Uplift' effect.

Special Action: If 'Uplift' has been caused at least twice, the user may choose to instantly follow up with a mastered Wind Ninjutsu attack up to Lvl B, to strike the target(s). This jutsu deals 80% of the base damage unless it was an AoE, in which case it may only strike these two targets. If one of the targets did not suffer the `uplift` effect twice, they are uneffected. The jutsu used with this action cost +20% Cp and full Ap.

Rank 1 Cost: 405 Cp
Master Cost: 480 Cp

Notes:
- The 'Uplift' effect lifts the target into the air and reduces their dodge by -1 for the remainder of the round, at which point they fall and take 1% Max Hp damage. This may stack up to three times, and further effects do not reset the timer


Wind Release - C Rank
Infusing chakra into their breath, the user is able to blow air from their mouth to manipulate the force of air around them. While not condensed enough to cause harm, the force of this gust is more than enough to clear the surrounding area of distractions and lingering hazards, such as smoke or flames.

Rank 1: Creates powerful gust of wind that dispels effects that obscure the fields visibility. This also may dispel maintained Lightning D Rank and Below jutsu with a contested Ninjutsu check.
Master: Creates powerful gust of wind that dispels effects that obscure the fields visibility. This also may dispel maintained Lightning/Dust/Vapor jutsu C Rank and Below jutsu with a contested Ninjutsu check.

Cost: 560 Cp, with an additional +10% Cp cost for every jutsu attempted to dispel.

Notes:
- This may be used once per round.
- Effects that obscure the field refer to things such as Smoke bombs, Hidden Mist, Sandstorm Veil, and so on. This does not effect Level A+ effects.
- Dispelling any jutsu requires a Ninjutsu check between the user and the user of the contested technique. The user has a -2 penalty against B Rank effects.
- Dispelling smoke bombs is automatic, and prevents their effects from taking place for a full round.


Gale Force - C Rank
A technique which skillfully manipulates the air to condense the wind around the user, drawing most of the nearby oxygen towards them. This makes fighting the user difficult as breathing quickly becomes a difficult process, and the victims begin to feel their bodies slow and tire quickly.

Rank 1: Each time melee contact is made with the user, a Ninjutsu check is made. If the user succeeds this check, then the victim's action costs +15% Cp and they have a 12% chance of suffering the 'Gaspless' effect.
Master: Each time melee contact is made with the user, a Ninjutsu check is made. If the user succeeds this check, then the victim's action costs +15% Cp and they have a 16% chance of suffering the 'Gaspless' effect.

Special Action - Air Burst: While active, the user may pay the maintain cost to reflexively condense the air around them to block 30% of incoming damage from a single technique. However, this dispells the jutsu for the remainder of the round.

Rank 1 Cost: 500 Cp to initiate, 240 Cp/rnd
Master Cost: 620 Cp to initiate, 300 Cp/rnd

Note:
- Lasts up to two rounds.
- This jutsu effects those who use melee accuracy against the user or are targeted with melee accuracy by the user.
- The 'Gaspless' effect inflicts suppression and causes the victim to pay +10% Ap to their next Action. This may only happen once per use.
- Each time melee contact is made, a Ninjutsu check is made between the user and the target; if the user succeeds the enemy suffers the penalty towards their current action (If they attack the user) or their next action (If the user attacks them); this does not stack upon the same action.
- Due to the air drawn towards the user, the suffer a -2 dodge penalty to Fire Jutsu while this technique is active.

Wind Scar - B Rank
A wind technique which involves the user channeling their chakra into the air, slicing at the air to create multiple currents of razor sharp wind, Each homing in on their opponent and shredding them apart before they knew what hit them. This technique leaves its victims as a Bloody Mess.

Rank 1: Creates 3 Currents of Wind. Each Current strikes 4 Times at +1 Accuracy. Each strike deals 190 damage with a 21% chance of activating the 'Wind Shred' effect.
Master: Creates 3 Currents of Wind. Each Current strikes 4 Times at +1 Accuracy. Each strike deals 235 damage with a 28% chance of activating the 'Wind Shred' effect.

Special Action: By paying +20% Cp, the user may condense the attack into a single massive blast of wind, dealing 90% of the combined damage, however bypassing Damage Reduction/Barriers.

Special Action: By paying +20% Cp, the currents may be used as a called shot. This takes on all called shot penalties, and each current has a 7%/9%/11% chance of success; this is only checked once per current. Only two may be successful.

Rank 1 Cost: 655 Cp
Master Cost: 820 Cp

Notes:
- This jutsu may be used once per round.
- Only 10 hits may effect a target.
- The 'Wind Shred' effect causes the attack to deal +5% base damage. Should at least 5 strikes activate 'Wind Shred', the victim`s bleed rank is increased.[/spoilername]


[spoilername="Offensive Taijutsu"]Uncalled For Shot - E-rank
A dirty strike in which the user strikes quickly snapping a kick between the legs of a target.

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

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 - D Rank
A quick striking technique that allows the user to hit an opponent several times with high accuracy.

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 - C Rank
A long stream of attacks aimed at any number of opponents. Most often used when surrounded.

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 - B Rank
A high speed rush attack that allows the user to bombard the enemy with highly accurate and painful strikes.

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 - B Rank
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.

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.[/spoilername]


[spoilername="Buffing Taijutsu"]Charge - E Rank
A basic move that exerts extra strength in a Taijutsu.

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

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 - D Rank
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.

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 - C Rank
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.

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: 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 - C Rank
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.

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 - B Rank
An advance skill that requires extreme speed and reflex in order to strike down their foes before they can land a hit.

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.[/spoilername]

[spoilername="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.

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 - D Rank
Yes, when someone fails, you have a tendency to facepalm. However, this is your body's own reaction to your own epic failures.

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


Basic Clone Visual - D rank
A simple Clone jutsu that causes the target to see multiple copies of the user.

Rank 1: Cast at -1DC dealing 230 Damage. Causes the target to see 1 Clone of the user for a full round.
Master Rank: Cast at -1DC dealing 290 Damage. Causes the target to see 2 Clones of the user for a full round.

Notes:
- There is no awareness check for clones. The user automatically is confused by them upon being successfuly hit with this technique.
- Clones are illusionary and cannot be dispersed physically.
- If the target identifies a Clone(s), they will be re-confused at the end of the round.
- Lasts until the target is aware of the genjutsu, no longer maintained, or a Full round has passed.

Rank 1 Cost: 175 CP, 90 Cp per round
Master Rank Cost: 215 Cp, 110 CP per round


Black Out Will - C Rank
A Genjutsu that shuts down the victim's mind from completely recognizing anything, even the most simplest of things, despite witnessing it multiple times in their life.

Rank 1: Targets at +1 Difficulty. Deals 380 damage. The user may declare up to 2 Action(s) of their own to be modded as a Hidden Action against the target.
Rank 2: Targets at +1 Difficulty. Deals 475 damage. The user may declare up to 3 Action(s) of their own to be modded as a Hidden Action against the target.

Special Action: By paying +20% Chakra Cost the user may decide to declare actions that they plan to use for the next round as hidden instead.

Notes:
- The BMod will send the actual round results to all those unaffected by this technique.

Rank 1 Cost: 285Cp
Master Rank Cost: 355Cp


After-Image Visual - C Rank
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.

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 - C rank
A terrifying technique that causes the target to temporarily lose their vision by a sea of darkness.

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


Silly Fingers Kinetic - C Rank
A genjutsu that causes the fingers to act on their own. The user has absolutely no control of them, thus making it quite difficult to carry a weapon and use handseals.

Rank 1: Cast at normal DC dealing 300 Damage per round. Handseal based actions take +.25ap longer. Handseals have a 18% chance to fail.
Master: Cast at normal DC dealing 375 Damage per round. Handseals based actions take +.5ap longer. Handseals have a 21% chance to fail.

Note:
- May only cause handseals to fail once per round.
- May only be maintained for up to 3 rounds.

Rank 1 Cost: 300 CP to initiate, 150 CP to maintain
Master Cost: 375 CP to initiate, 190 CP to maintain


Phoenix Embrace Kinetic - B Rank
A Genjutsu technique that causes an intense sensation of heat within the target to the point where they feel as if their body has been scorched horribly, the slightest touches causing pain..

Rank 1: Cast at normal DC and deals 300 Illusionary damage per round. The target takes +10% damage from all sources.
Master: Cast at normal DC and deals 375 Illusionary damage per round. The target takes +15% damage from all sources.

Special Action - Fire Lacing: For +20% of Phoenix Embrace's CP Cost, may instantly follow-up an offensive Fire based technique.

Note:
- The Illusionary Damage per round can be buffed by fire damage buffs as well as Illusionary damage buffs. Damage buff cap still applies.
- The special action may only be used once per cast.

Rank 1 Cost: 480 CP to initiate, 240 CP per round to maintain
Master Cost: 600 CP to initiate, 300 CP per round to maintain[/spoilername]

[spoilername="Radiation Ninjutsu"]Radioactive Glow - C-rank
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.

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 - C Rank
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.

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 - C Rank
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.

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 - B Rank
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.

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.[/spoilername]

[spoilername="Photon Ninjutsu"]Luminous Shine - C-rank
The user covers themselves in a layer of photon chakra to create an intense, almost angelic glow of light that blinds those who directly view them. This aura is a double edged sword though; it makes determining the user's exact position and landing a clean hit difficult due to the brightness, but also prevents them from being able to hide their position.

Rank 1: All actions directed at the user have a 12% chance to suffer the 'Misguided' effect.
Master: All actions directed at the user have a 15% chance to suffer the 'Misguided' effect.

Rank 1 Cost: 500 Cp, 250 Cp/Rnd
Master Cost: 620 Cp, 310 Cp/Rnd

Notes:
- Lasts up to two full rounds
- This is Chakra Armor
- The user cannot go into stealth while this effect is active.
- The 'Misguided' effect causes an action that hits to be treated lower and prevents it from auto-hitting. A full hit becomes a partial hit, a partial hit is treated one rank lower, and a Critical hit becomes a Full hit. This effect overwrites any effects that 'treat partial hits higher'.
- 'Misguided' may only be raised up to a 30% chance of activating. If the user has 40%+ Photon buffs, the cap becomes 35%.[/spoilername]



Current Stats
Stamina: 221 / 300
Agility: 255 / 300
Ninjutsu: 195 / 300
Taijutsu: 239 / 300
Genjutsu: 150 / 300
Chakra Control: 290% / 300


Power Level: 1350


Topic: http://www.ninpocho.com/viewtopic.php?p=227188#p227188


New Stats: (+25)
Stamina: 230 (+9) / 300
Agility: 260 (+5) / 300
Ninjutsu: 200 (+5) / 300
Taijutsu: 245 (+6) / 300
Genjutsu: 150 / 300
Chakra Control: 290% / 300


Power Level: 1375

ASP: 16

Mastery: Luminous Shine (10)

Approved
 
Re: Annals of Yaku Sara

[spoilername="Non-Element Ninjutsu"] Transformation - E Rank
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.

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.


Body Switch - E Rank
A basic skill involving quickly switching the body with another plant, animal or inanimate object. This is used to confuse the opponent momentarily and create an opportunity to attack or possibly escape.

Rank 1: The user may body switch against level E-C Jutsu.
Master: The user may body switch against level E-B Jutsu.

Special Action: The user may attempt to Body switch with an enemies clone. This requires the user to make a melee check against the clone.

Cost: Cost of Jutsu dodged +20% Cp.

Notes:
- May only be used once per round, and requires a full round of cool down before it may be used again.
- Cannot be done in the same round as any other 'Body Switch' type techniques.
- Does not require handseals and may be used reflexively.
- Cannot be used on Genjutsu, while bound, or against successful sneak attacks.
- The user must have a Kawarimi Target in their inventory or active clones on the field.
- This auto-dodges only a single action. If the action was a multi-hit, all hits would be avoided.
- During the cooldown time for this jutsu, the user suffer's a -3 dodge penalty.


Crystal Eye - D Rank
A jutsu that allows the user to concentrate chakra into a small sphere of whatever minerals may be lying around, creating what resembles a glass eye. This eye can be used for surveillance and for spying purposes, capable of freely moving in the air to view its intended target.

Rank 1: Grants the user +1 Awareness, with a 50% Chance of treating all the user's Visibility check against others as one rank higher.
Master: Grants the user +1 Awareness, and treats all the user's Visibility check against others as one rank higher.

Special Action: While the jutsu is active, the user may spend 1.5 Ap to focus upon the eye's vision and make an awareness check against all in battle. This battle check ignores smoke bombs or other concealing effects, and may only be done once per round.

Rank 1 Cost: 240 CP to initiate, 120 CP/Rnd
Master Cost: 300 CP to initiate, 150 CP/Rnd

Notes:
- This may last up to three rounds.
- A user of this technique can only have one eye out at any one time, but it does not count as a creation jutsu.
- This eye can be targeted and destroyed at -3 Accuracy.


Cancel - D Rank
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.

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.


Energy Transfer - B Rank
A technique used to create a link of chakra between the user and a target, bonding the two together in many ways. One of the most powerful aspects shared with this technique, is that it allows the two to transfer energy into one another, giving or taking chakra from each other so long as this technique is managed.

Rank 1: Transfers 1200 Cp between the user and the target. This has a 21% chance of activating the 'Non Elemental' effect.
Master: Transfers 1500 Cp between the user and the target. This has a 28% chance of activating the 'Non Elemental' effect.

Special Action: The user may spend additional Ap to transfer more chakra. For every 1 Ap remaining in contact the user may choose to give/take an additional 480/600 CP.

Cost: This jutsu only costs AP.

Notes:
- If used against an enemy, a Ninjutsu check is made between them and the target upon being used, and every additional Ap spent in contact.
- The user may choose to either take chakra or give chakra from the target.
- If chakra is taken, the user regains chakra equal to half the Cp damage.
- The amount of chakra taken cannot be reduced by damage reduction.
- The limit of chakra transferred may be increased by Ninjutsu buffs.
- The 'Non-Elemental' effect increases this jutsu's limit by +10%. This does not apply to caps.


Leech Seal - B Rank
A seal that may be placed upon a target, which from that point on will gradually siphon the life and chakra from the victim and steadily restore the chakra and vitality of the user. This seal is only temporarily, and only remains active so long as the user remains nearby the victim.

Rank 1: Places the Leech seal upon a target at -2 Accuracy. Each round the victim loses 2% of their Max Hp and Cp.
Master: Places the Leech seal upon a target at -1 Accuracy. Each round the victim loses 2.5% of their Max Hp and Cp. The user has +1 to their maintain checks.

Special Action: By sacrificing either the Hp or Cp effects of the seal, the user may increase the other by +2%.

Cost: 1200 CP to place the seal

Notes:
- Uses Melee Accuracy to scribe the seal, and a Ninjutsu check each round after the first. Lasts up to three rounds.
- Half of the HP and CP damage dealt by this technique is added to the user's HP and CP.
- Any Hp/Cp regained by the victim while this seal is active requires a Ninjutsu check against the Sealer. If the Sealer succeeds, then the amount healed is split between the victim and the sealer.
- Per-round Hp/Cp regeneration does not stack if placed upon multiple targets. However, if the targets recover Hp/Cp the user may receive the benefits.


Rasengan- B Rank
An advanced Ninjutsu that requires precise chakra control on the user's part, this skill creates a powerful vortex condensed into the form of a rapidly spinning sphere of chakra. This technique requires the user to constantly manipulate their chakra which allows this jutsu to grind through all substances and inflict major damage. With added chakra, the user may also attune this jutsu to Elements they are attuned to, or alter its size and shape...Yet as powerful as this is, this jutsu is still incomplete.

Rank 1: Creates a sphere of violent chakra that deals 2200 damage. 'Non Elemental' and 'Nature Transformation' effects have a 21% chance of activating.
Master: Creates a sphere of violent chakra that deals 2500 damage. 'Non Elemental' and 'Nature Transformation' effects have a 28% chance of activating.

Special Action - Shape Transformation: When using this Jutsu, the user may alter the control of chakra within the sphere to give one of the following effects;
- +1 Accuracy and -10% Cp cost, but deal -5% base damage. (Stacks up to two times)
- +5% Base Damage, but lower accuracy by -1 and increase Cp cost by +10%. (Stacks up to two times)
- Used with Ninjutsu Accuracy

Special Action - Nature Transformation: By sacrificing the 'Non Elemental' effect, the user may choose to add an elemental affinity to the Rasengan. The user must have the affinity of the chosen element. If an advanced element is chosen, this reduces the elemental effect's chance of activating by -14%, but allows the Rasengan to activate both base element effects simultaneously.

Rank 1 Cost: 730 CP
Master Cost: 1000 CP

Notes:
- Does not require handseals and uses melee accuracy. Both Special Actions may be used simultaneously.
- If an affinity is added to the Rasengan, it is treated as a jutsu of that element (If not, it is NE).
- The 'Non-Elemental' effect increases this jutsu's damage by +10%. This does not apply to caps.
- Only one elemental effect may affect the target per round (Unless an advanced affinity is given to the Rasengan); you cannot stack effects by spamming Rasengan with different elements. Each effect is not automatic, and has a chance of activating.

- Fire grants the 'Sear' effect. The 'Sear' effect gives the target a 10% chance of taking critical damage to the next attack to hit them. If this is not successful, then they only take +10% damage from the attack. This does not stack.
- Wind grants the 'Wind Slice' effect. The 'Wind Slice' effect causes the attack to deal +5% base damage and raise bleeding one level.
- Lightning grants 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.
- Earth grants the 'Crush' effect. The 'Crush' effect causes suppression and raises the called shot level of a single limb chosen at random.
- Water grants the 'Cascade' effect. The 'Cascade' effect suppresses the target and allows the user to immediately follow up this Jutsu with any Water Ninjutsu of their choice. This follow-up gains +2 Accuracy.[/spoilername]

[spoilername="Medical Ninjutsu"]Mystical Hand - D Rank
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.

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 - D Rank
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.

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
- C Rank
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.

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 - C Rank
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.

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 - C Rank
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.

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.[/spoilername]


[spoilername="Lightning Ninjutsu"]Storm Bolt - E Rank
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.

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 - E-rank
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.

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 - D Rank
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.

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 - D Rank
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.

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 - C Rank
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.

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.


Chidori - B Rank
A high ranked ninjutsu that concentrates a lethal amount of chakra into the palm of the user, creating a visible blade of Lightning that produces a high-pitched screeching similar to the chirping of a thousand birds. Though powerful, this chakra weighs down the arm of the user making this techique difficult to use...though with training, the user is able to perfect this technique to a lighter, more accurate technique that is said to have cut through a bolt of lightning.

Rank 1: Creates a blade of Lightning around the user's arm, dealing 2200 damage at -2 accuracy. This has a 21% chance of activating the 'Pierce' effect.
Master: Creates a blade of Lightning around the user's arm, dealing 2750 damage at -2 accuracy. This has a 28% chance of activating the 'Pierce' effect.

Special Action - Lightning Blade: This jutsu may be 'charged' for +30% Cp. This causes this jutsu to be modded as if costing 3.5 Ap (But still costs only 2.5 Ap), and is charged during the time of the user's last action up to the use of this jutsu. The user has a -2 dodge penalty during this time, and if the user takes damage equal to 10% of the Max Hp during this time, this jutsu loses -2 accuracy and -15% base damage. This grants the user a +7% chance to activate 'Pierce' and also activates 'Impale' at that time; this will not happen if the user took 10% of their max Hp damage.

Rank 1 Cost: 870 Cp
Master Cost: 1090 Cp

Notes:

- This jutsu uses Melee Accuracy.
- The 'Pierce' effect ignores DR, and destroys barriers, and increases bleeding by 1 level. This does not effect barriers of a higher level than this Jutsu.
- The 'Impale' effect increases bleeding by one level and has a 35% chance of dealing critical damage. Additionally, this disperses clones.[/spoilername]


[spoilername="Wind Ninjutsu"]Pressure Burst - E Rank
A jutsu where the user channels wind chakra into their palms, then thrusts their arm towards a target, releasing a small burst of wind upon impact that pushes the victim back.

Rank 1: The user creates a coat of wind around their palm, slamming their palm against a target. The wind bursts upon impact, dealing 270 damage and 4% chance of inflicting the 'Gaspless' effect.
Master: The user creates a coat of wind around their palm, slamming their palm against a target. The wind bursts upon impact, dealing 340 damage and 6% chance of inflicting the 'Gaspless' effect.

Special Action: This is may be thrown using Ninjutsu Accuracy by paying +10% Cp. This deals -10% base damage, though has +2 Accuracy.

Rank 1 Cost: 90 Cp
Master Cost: 110 Cp

Notes:
- Uses Melee Accuracy
- The 'Gaspless' effect inflicts suppression and causes the victim to pay +10% Ap to their next Action. This may only happen once per use.


Shredding Touch - D Rank
A Wind Technique in which the user channels wind chakra around their hands and feet, creating a blurred glow. When combined with Melee skills, the wind chakra cuts the opponent with each each rather than simply bruise them, and the cutting nature of the wind tends to strike sensitive points more often than usual.

Rank 1: While active, all melee taijutsu attacks made by the user have a 8% chance to cause the 'Wind Slice' effect.
Master: While active, all melee taijutsu attacks made by the user have a 12% chance to cause the 'Wind Slice' effect.

Rank 1 Cost: 215 CP to initiate, 110 Cp/rnd.
Master Cost: 270 CP to initiate, 140 Cp/rnd.

Notes:
- Lasts up to three rounds.
- Damage gains 'Wind' buffs while this is active.
- The 'Wind Slice' effect causes the attack to deal +5% base damage and raise bleeding one level.


Air Bullet - D Rank
A jutsu that creates a condensed sphere of air, that when shot is capable of blowing the target off their feet, leaving them defenseless and open for a quick moment while they regain balance.

Rank 1: Blows a gust of wind doing 685 damage at +1 Accuracy. This has a 12% chance of causing the 'Gaspless' effect.
Master: Blows a gust of wind doing 810 damage at +2 Accuracy. This has a 16% chance of causing the 'Gaspless' effect.

Special Action - Gale Palm: By paying +20% Cp, this jutsu may use Melee Accuracy, which increases the 'Gaspless' chance by +8% but lowers accuracy by -2.

Special Action - Air Barrage: By paying +10% Cp, the user may divide this attack into up to 3 smaller wind blasts. 90% of the base damage is divided equally into however many bursts of bullets are created, and each is made at +2 Accuracy. Base `Gaspless` chance is increased by +4% and then divided equally.

Rank 1 Cost: 215 Cp
Master Cost: 240 Cp

Notes:
- The 'Gaspless' effect inflicts suppression and causes the victim to pay +10% Ap to their next Action. This may only happen once per use.


Wind Scythe - C Rank
As if led by some divine being of some sort, the user of this jutsu can truly be said to have mastered the art of viewing the skies as an ally. To call upon a slicing tendril of wind at will takes true skill, and even more so to control this portion of wind to do your bidding.

Rank 1: The user slices the air, creating a wind current that deal 1485 Damage at -2 Accuracy. This has a 12% chance of inflicting the 'Wind Slice' effect.
Master: The user slices the air, creating a wind current that deal 1770 Damage at -1 Accuracy. This has a 18% chance of inflicting the 'Wind Slice' effect.

Special Action - Blade of the Wind: By paying +20% Cp, the user may focus the air current around them in a nearly invisible wind blade. This deals +10% base damage though has an additional -1 Accuracy. This may use melee or Ninjutsu accuracy.

Special Action - Divine Wind: By paying +20% Cp, the user may divide 110% of the damage into up to 5 blades of wind. Each has -2 Accuracy.

Rank 1 Cost: 540 Cp
Master Cost: 620 Cp

Notes:
- Wind Slice may only raise bleeding once per use.
- The 'Wind Slice' effect causes the attack to deal +5% base damage and raise bleeding one level.


Tempest - C Rank
A powerful wind technique which creates a powerful tornado, capable of lifting those caught within off their feet into a shredding vortex of wind that tears apart even the toughest of victims.

Rank 1: Creates a powerful vortex around two targets, attacking them 3 times at +1 Accuracy. Each strike deals 340 damage with a 18% chance of causing the 'Uplift' effect.
Master: Creates a powerful vortex around two targets, attacking them 3 times at +2 Accuracy. Each strike deals 405 damage with a 24% chance of causing the 'Uplift' effect.

Special Action: If 'Uplift' has been caused at least twice, the user may choose to instantly follow up with a mastered Wind Ninjutsu attack up to Lvl B, to strike the target(s). This jutsu deals 80% of the base damage unless it was an AoE, in which case it may only strike these two targets. If one of the targets did not suffer the `uplift` effect twice, they are uneffected. The jutsu used with this action cost +20% Cp and full Ap.

Rank 1 Cost: 405 Cp
Master Cost: 480 Cp

Notes:
- The 'Uplift' effect lifts the target into the air and reduces their dodge by -1 for the remainder of the round, at which point they fall and take 1% Max Hp damage. This may stack up to three times, and further effects do not reset the timer


Wind Release - C Rank
Infusing chakra into their breath, the user is able to blow air from their mouth to manipulate the force of air around them. While not condensed enough to cause harm, the force of this gust is more than enough to clear the surrounding area of distractions and lingering hazards, such as smoke or flames.

Rank 1: Creates powerful gust of wind that dispels effects that obscure the fields visibility. This also may dispel maintained Lightning D Rank and Below jutsu with a contested Ninjutsu check.
Master: Creates powerful gust of wind that dispels effects that obscure the fields visibility. This also may dispel maintained Lightning/Dust/Vapor jutsu C Rank and Below jutsu with a contested Ninjutsu check.

Cost: 560 Cp, with an additional +10% Cp cost for every jutsu attempted to dispel.

Notes:
- This may be used once per round.
- Effects that obscure the field refer to things such as Smoke bombs, Hidden Mist, Sandstorm Veil, and so on. This does not effect Level A+ effects.
- Dispelling any jutsu requires a Ninjutsu check between the user and the user of the contested technique. The user has a -2 penalty against B Rank effects.
- Dispelling smoke bombs is automatic, and prevents their effects from taking place for a full round.


Gale Force - C Rank
A technique which skillfully manipulates the air to condense the wind around the user, drawing most of the nearby oxygen towards them. This makes fighting the user difficult as breathing quickly becomes a difficult process, and the victims begin to feel their bodies slow and tire quickly.

Rank 1: Each time melee contact is made with the user, a Ninjutsu check is made. If the user succeeds this check, then the victim's action costs +15% Cp and they have a 12% chance of suffering the 'Gaspless' effect.
Master: Each time melee contact is made with the user, a Ninjutsu check is made. If the user succeeds this check, then the victim's action costs +15% Cp and they have a 16% chance of suffering the 'Gaspless' effect.

Special Action - Air Burst: While active, the user may pay the maintain cost to reflexively condense the air around them to block 30% of incoming damage from a single technique. However, this dispells the jutsu for the remainder of the round.

Rank 1 Cost: 500 Cp to initiate, 240 Cp/rnd
Master Cost: 620 Cp to initiate, 300 Cp/rnd

Note:
- Lasts up to two rounds.
- This jutsu effects those who use melee accuracy against the user or are targeted with melee accuracy by the user.
- The 'Gaspless' effect inflicts suppression and causes the victim to pay +10% Ap to their next Action. This may only happen once per use.
- Each time melee contact is made, a Ninjutsu check is made between the user and the target; if the user succeeds the enemy suffers the penalty towards their current action (If they attack the user) or their next action (If the user attacks them); this does not stack upon the same action.
- Due to the air drawn towards the user, the suffer a -2 dodge penalty to Fire Jutsu while this technique is active.

Wind Scar - B Rank
A wind technique which involves the user channeling their chakra into the air, slicing at the air to create multiple currents of razor sharp wind, Each homing in on their opponent and shredding them apart before they knew what hit them. This technique leaves its victims as a Bloody Mess.

Rank 1: Creates 3 Currents of Wind. Each Current strikes 4 Times at +1 Accuracy. Each strike deals 190 damage with a 21% chance of activating the 'Wind Shred' effect.
Master: Creates 3 Currents of Wind. Each Current strikes 4 Times at +1 Accuracy. Each strike deals 235 damage with a 28% chance of activating the 'Wind Shred' effect.

Special Action: By paying +20% Cp, the user may condense the attack into a single massive blast of wind, dealing 90% of the combined damage, however bypassing Damage Reduction/Barriers.

Special Action: By paying +20% Cp, the currents may be used as a called shot. This takes on all called shot penalties, and each current has a 7%/9%/11% chance of success; this is only checked once per current. Only two may be successful.

Rank 1 Cost: 655 Cp
Master Cost: 820 Cp

Notes:
- This jutsu may be used once per round.
- Only 10 hits may effect a target.
- The 'Wind Shred' effect causes the attack to deal +5% base damage. Should at least 5 strikes activate 'Wind Shred', the victim`s bleed rank is increased.[/spoilername]


[spoilername="Offensive Taijutsu"]Uncalled For Shot - E-rank
A dirty strike in which the user strikes quickly snapping a kick between the legs of a target.

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

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 - D Rank
A quick striking technique that allows the user to hit an opponent several times with high accuracy.

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 - C Rank
A long stream of attacks aimed at any number of opponents. Most often used when surrounded.

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 - B Rank
A high speed rush attack that allows the user to bombard the enemy with highly accurate and painful strikes.

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 - B Rank
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.

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.[/spoilername]


[spoilername="Buffing Taijutsu"]Charge - E Rank
A basic move that exerts extra strength in a Taijutsu.

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

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 - D Rank
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.

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 - C Rank
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.

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: 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 - C Rank
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.

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 - B Rank
An advance skill that requires extreme speed and reflex in order to strike down their foes before they can land a hit.

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.[/spoilername]

[spoilername="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.

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 - D Rank
Yes, when someone fails, you have a tendency to facepalm. However, this is your body's own reaction to your own epic failures.

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


Basic Clone Visual - D rank
A simple Clone jutsu that causes the target to see multiple copies of the user.

Rank 1: Cast at -1DC dealing 230 Damage. Causes the target to see 1 Clone of the user for a full round.
Master Rank: Cast at -1DC dealing 290 Damage. Causes the target to see 2 Clones of the user for a full round.

Notes:
- There is no awareness check for clones. The user automatically is confused by them upon being successfuly hit with this technique.
- Clones are illusionary and cannot be dispersed physically.
- If the target identifies a Clone(s), they will be re-confused at the end of the round.
- Lasts until the target is aware of the genjutsu, no longer maintained, or a Full round has passed.

Rank 1 Cost: 175 CP, 90 Cp per round
Master Rank Cost: 215 Cp, 110 CP per round


Black Out Will - C Rank
A Genjutsu that shuts down the victim's mind from completely recognizing anything, even the most simplest of things, despite witnessing it multiple times in their life.

Rank 1: Targets at +1 Difficulty. Deals 380 damage. The user may declare up to 2 Action(s) of their own to be modded as a Hidden Action against the target.
Rank 2: Targets at +1 Difficulty. Deals 475 damage. The user may declare up to 3 Action(s) of their own to be modded as a Hidden Action against the target.

Special Action: By paying +20% Chakra Cost the user may decide to declare actions that they plan to use for the next round as hidden instead.

Notes:
- The BMod will send the actual round results to all those unaffected by this technique.

Rank 1 Cost: 285Cp
Master Rank Cost: 355Cp


After-Image Visual - C Rank
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.

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 - C rank
A terrifying technique that causes the target to temporarily lose their vision by a sea of darkness.

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


Silly Fingers Kinetic - C Rank
A genjutsu that causes the fingers to act on their own. The user has absolutely no control of them, thus making it quite difficult to carry a weapon and use handseals.

Rank 1: Cast at normal DC dealing 300 Damage per round. Handseal based actions take +.25ap longer. Handseals have a 18% chance to fail.
Master: Cast at normal DC dealing 375 Damage per round. Handseals based actions take +.5ap longer. Handseals have a 21% chance to fail.

Note:
- May only cause handseals to fail once per round.
- May only be maintained for up to 3 rounds.

Rank 1 Cost: 300 CP to initiate, 150 CP to maintain
Master Cost: 375 CP to initiate, 190 CP to maintain


Phoenix Embrace Kinetic - B Rank
A Genjutsu technique that causes an intense sensation of heat within the target to the point where they feel as if their body has been scorched horribly, the slightest touches causing pain..

Rank 1: Cast at normal DC and deals 300 Illusionary damage per round. The target takes +10% damage from all sources.
Master: Cast at normal DC and deals 375 Illusionary damage per round. The target takes +15% damage from all sources.

Special Action - Fire Lacing: For +20% of Phoenix Embrace's CP Cost, may instantly follow-up an offensive Fire based technique.

Note:
- The Illusionary Damage per round can be buffed by fire damage buffs as well as Illusionary damage buffs. Damage buff cap still applies.
- The special action may only be used once per cast.

Rank 1 Cost: 480 CP to initiate, 240 CP per round to maintain
Master Cost: 600 CP to initiate, 300 CP per round to maintain[/spoilername]

[spoilername="Radiation Ninjutsu"]Radioactive Glow - C-rank
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.

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 - C Rank
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.

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 - C Rank
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.

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 - B Rank
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.

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.[/spoilername]

[spoilername="Photon Ninjutsu"]Luminous Shine - C-rank
The user covers themselves in a layer of photon chakra to create an intense, almost angelic glow of light that blinds those who directly view them. This aura is a double edged sword though; it makes determining the user's exact position and landing a clean hit difficult due to the brightness, but also prevents them from being able to hide their position.

Rank 1: All actions directed at the user have a 12% chance to suffer the 'Misguided' effect.
Master: All actions directed at the user have a 15% chance to suffer the 'Misguided' effect.

Rank 1 Cost: 500 Cp, 250 Cp/Rnd
Master Cost: 620 Cp, 310 Cp/Rnd

Notes:
- Lasts up to two full rounds
- This is Chakra Armor
- The user cannot go into stealth while this effect is active.
- The 'Misguided' effect causes an action that hits to be treated lower and prevents it from auto-hitting. A full hit becomes a partial hit, a partial hit is treated one rank lower, and a Critical hit becomes a Full hit. This effect overwrites any effects that 'treat partial hits higher'.
- 'Misguided' may only be raised up to a 30% chance of activating. If the user has 40%+ Photon buffs, the cap becomes 35%.[/spoilername]



Current Stats
Stamina: 230 / 300
Agility: 260 / 300
Ninjutsu: 200 / 300
Taijutsu: 245 / 300
Genjutsu: 150 / 300
Chakra Control: 290% / 300


Power Level: 1375


Topic: http://www.ninpocho.com/viewtopic.php?p=227872#p227872


New Stats: (+30)
Stamina: 240 (+10) / 300
Agility: 265 (+5) / 300
Ninjutsu: 205 (+5) / 300
Taijutsu: 250 (+5) / 300
Genjutsu: 155 (+5) / 300
Chakra Control: 290% / 300


Power Level: 1405

ASP: 21 (+5)
 
Re: Annals of Yaku Sara

Sara said:
[spoilername="Non-Element Ninjutsu"] Transformation - E Rank
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.

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.


Body Switch - E Rank
A basic skill involving quickly switching the body with another plant, animal or inanimate object. This is used to confuse the opponent momentarily and create an opportunity to attack or possibly escape.

Rank 1: The user may body switch against level E-C Jutsu.
Master: The user may body switch against level E-B Jutsu.

Special Action: The user may attempt to Body switch with an enemies clone. This requires the user to make a melee check against the clone.

Cost: Cost of Jutsu dodged +20% Cp.

Notes:
- May only be used once per round, and requires a full round of cool down before it may be used again.
- Cannot be done in the same round as any other 'Body Switch' type techniques.
- Does not require handseals and may be used reflexively.
- Cannot be used on Genjutsu, while bound, or against successful sneak attacks.
- The user must have a Kawarimi Target in their inventory or active clones on the field.
- This auto-dodges only a single action. If the action was a multi-hit, all hits would be avoided.
- During the cooldown time for this jutsu, the user suffer's a -3 dodge penalty.


Crystal Eye - D Rank
A jutsu that allows the user to concentrate chakra into a small sphere of whatever minerals may be lying around, creating what resembles a glass eye. This eye can be used for surveillance and for spying purposes, capable of freely moving in the air to view its intended target.

Rank 1: Grants the user +1 Awareness, with a 50% Chance of treating all the user's Visibility check against others as one rank higher.
Master: Grants the user +1 Awareness, and treats all the user's Visibility check against others as one rank higher.

Special Action: While the jutsu is active, the user may spend 1.5 Ap to focus upon the eye's vision and make an awareness check against all in battle. This battle check ignores smoke bombs or other concealing effects, and may only be done once per round.

Rank 1 Cost: 240 CP to initiate, 120 CP/Rnd
Master Cost: 300 CP to initiate, 150 CP/Rnd

Notes:
- This may last up to three rounds.
- A user of this technique can only have one eye out at any one time, but it does not count as a creation jutsu.
- This eye can be targeted and destroyed at -3 Accuracy.


Cancel - D Rank
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.

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.


Energy Transfer - B Rank
A technique used to create a link of chakra between the user and a target, bonding the two together in many ways. One of the most powerful aspects shared with this technique, is that it allows the two to transfer energy into one another, giving or taking chakra from each other so long as this technique is managed.

Rank 1: Transfers 1200 Cp between the user and the target. This has a 21% chance of activating the 'Non Elemental' effect.
Master: Transfers 1500 Cp between the user and the target. This has a 28% chance of activating the 'Non Elemental' effect.

Special Action: The user may spend additional Ap to transfer more chakra. For every 1 Ap remaining in contact the user may choose to give/take an additional 480/600 CP.

Cost: This jutsu only costs AP.

Notes:
- If used against an enemy, a Ninjutsu check is made between them and the target upon being used, and every additional Ap spent in contact.
- The user may choose to either take chakra or give chakra from the target.
- If chakra is taken, the user regains chakra equal to half the Cp damage.
- The amount of chakra taken cannot be reduced by damage reduction.
- The limit of chakra transferred may be increased by Ninjutsu buffs.
- The 'Non-Elemental' effect increases this jutsu's limit by +10%. This does not apply to caps.


Leech Seal - B Rank
A seal that may be placed upon a target, which from that point on will gradually siphon the life and chakra from the victim and steadily restore the chakra and vitality of the user. This seal is only temporarily, and only remains active so long as the user remains nearby the victim.

Rank 1: Places the Leech seal upon a target at -2 Accuracy. Each round the victim loses 2% of their Max Hp and Cp.
Master: Places the Leech seal upon a target at -1 Accuracy. Each round the victim loses 2.5% of their Max Hp and Cp. The user has +1 to their maintain checks.

Special Action: By sacrificing either the Hp or Cp effects of the seal, the user may increase the other by +2%.

Cost: 1200 CP to place the seal

Notes:
- Uses Melee Accuracy to scribe the seal, and a Ninjutsu check each round after the first. Lasts up to three rounds.
- Half of the HP and CP damage dealt by this technique is added to the user's HP and CP.
- Any Hp/Cp regained by the victim while this seal is active requires a Ninjutsu check against the Sealer. If the Sealer succeeds, then the amount healed is split between the victim and the sealer.
- Per-round Hp/Cp regeneration does not stack if placed upon multiple targets. However, if the targets recover Hp/Cp the user may receive the benefits.


Rasengan- B Rank
An advanced Ninjutsu that requires precise chakra control on the user's part, this skill creates a powerful vortex condensed into the form of a rapidly spinning sphere of chakra. This technique requires the user to constantly manipulate their chakra which allows this jutsu to grind through all substances and inflict major damage. With added chakra, the user may also attune this jutsu to Elements they are attuned to, or alter its size and shape...Yet as powerful as this is, this jutsu is still incomplete.

Rank 1: Creates a sphere of violent chakra that deals 2200 damage. 'Non Elemental' and 'Nature Transformation' effects have a 21% chance of activating.
Master: Creates a sphere of violent chakra that deals 2500 damage. 'Non Elemental' and 'Nature Transformation' effects have a 28% chance of activating.

Special Action - Shape Transformation: When using this Jutsu, the user may alter the control of chakra within the sphere to give one of the following effects;
- +1 Accuracy and -10% Cp cost, but deal -5% base damage. (Stacks up to two times)
- +5% Base Damage, but lower accuracy by -1 and increase Cp cost by +10%. (Stacks up to two times)
- Used with Ninjutsu Accuracy

Special Action - Nature Transformation: By sacrificing the 'Non Elemental' effect, the user may choose to add an elemental affinity to the Rasengan. The user must have the affinity of the chosen element. If an advanced element is chosen, this reduces the elemental effect's chance of activating by -14%, but allows the Rasengan to activate both base element effects simultaneously.

Rank 1 Cost: 730 CP
Master Cost: 1000 CP

Notes:
- Does not require handseals and uses melee accuracy. Both Special Actions may be used simultaneously.
- If an affinity is added to the Rasengan, it is treated as a jutsu of that element (If not, it is NE).
- The 'Non-Elemental' effect increases this jutsu's damage by +10%. This does not apply to caps.
- Only one elemental effect may affect the target per round (Unless an advanced affinity is given to the Rasengan); you cannot stack effects by spamming Rasengan with different elements. Each effect is not automatic, and has a chance of activating.

- Fire grants the 'Sear' effect. The 'Sear' effect gives the target a 10% chance of taking critical damage to the next attack to hit them. If this is not successful, then they only take +10% damage from the attack. This does not stack.
- Wind grants the 'Wind Slice' effect. The 'Wind Slice' effect causes the attack to deal +5% base damage and raise bleeding one level.
- Lightning grants 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.
- Earth grants the 'Crush' effect. The 'Crush' effect causes suppression and raises the called shot level of a single limb chosen at random.
- Water grants the 'Cascade' effect. The 'Cascade' effect suppresses the target and allows the user to immediately follow up this Jutsu with any Water Ninjutsu of their choice. This follow-up gains +2 Accuracy.[/spoilername]

[spoilername="Medical Ninjutsu"]Mystical Hand - D Rank
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.

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 - D Rank
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.

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
- C Rank
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.

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 - C Rank
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.

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 - C Rank
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.

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.[/spoilername]


[spoilername="Lightning Ninjutsu"]Storm Bolt - E Rank
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.

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 - E-rank
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.

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 - D Rank
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.

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 - D Rank
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.

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 - C Rank
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.

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.


Chidori - B Rank
A high ranked ninjutsu that concentrates a lethal amount of chakra into the palm of the user, creating a visible blade of Lightning that produces a high-pitched screeching similar to the chirping of a thousand birds. Though powerful, this chakra weighs down the arm of the user making this techique difficult to use...though with training, the user is able to perfect this technique to a lighter, more accurate technique that is said to have cut through a bolt of lightning.

Rank 1: Creates a blade of Lightning around the user's arm, dealing 2200 damage at -2 accuracy. This has a 21% chance of activating the 'Pierce' effect.
Master: Creates a blade of Lightning around the user's arm, dealing 2750 damage at -2 accuracy. This has a 28% chance of activating the 'Pierce' effect.

Special Action - Lightning Blade: This jutsu may be 'charged' for +30% Cp. This causes this jutsu to be modded as if costing 3.5 Ap (But still costs only 2.5 Ap), and is charged during the time of the user's last action up to the use of this jutsu. The user has a -2 dodge penalty during this time, and if the user takes damage equal to 10% of the Max Hp during this time, this jutsu loses -2 accuracy and -15% base damage. This grants the user a +7% chance to activate 'Pierce' and also activates 'Impale' at that time; this will not happen if the user took 10% of their max Hp damage.

Rank 1 Cost: 870 Cp
Master Cost: 1090 Cp

Notes:

- This jutsu uses Melee Accuracy.
- The 'Pierce' effect ignores DR, and destroys barriers, and increases bleeding by 1 level. This does not effect barriers of a higher level than this Jutsu.
- The 'Impale' effect increases bleeding by one level and has a 35% chance of dealing critical damage. Additionally, this disperses clones.[/spoilername]


[spoilername="Wind Ninjutsu"]Pressure Burst - E Rank
A jutsu where the user channels wind chakra into their palms, then thrusts their arm towards a target, releasing a small burst of wind upon impact that pushes the victim back.

Rank 1: The user creates a coat of wind around their palm, slamming their palm against a target. The wind bursts upon impact, dealing 270 damage and 4% chance of inflicting the 'Gaspless' effect.
Master: The user creates a coat of wind around their palm, slamming their palm against a target. The wind bursts upon impact, dealing 340 damage and 6% chance of inflicting the 'Gaspless' effect.

Special Action: This is may be thrown using Ninjutsu Accuracy by paying +10% Cp. This deals -10% base damage, though has +2 Accuracy.

Rank 1 Cost: 90 Cp
Master Cost: 110 Cp

Notes:
- Uses Melee Accuracy
- The 'Gaspless' effect inflicts suppression and causes the victim to pay +10% Ap to their next Action. This may only happen once per use.


Shredding Touch - D Rank
A Wind Technique in which the user channels wind chakra around their hands and feet, creating a blurred glow. When combined with Melee skills, the wind chakra cuts the opponent with each each rather than simply bruise them, and the cutting nature of the wind tends to strike sensitive points more often than usual.

Rank 1: While active, all melee taijutsu attacks made by the user have a 8% chance to cause the 'Wind Slice' effect.
Master: While active, all melee taijutsu attacks made by the user have a 12% chance to cause the 'Wind Slice' effect.

Rank 1 Cost: 215 CP to initiate, 110 Cp/rnd.
Master Cost: 270 CP to initiate, 140 Cp/rnd.

Notes:
- Lasts up to three rounds.
- Damage gains 'Wind' buffs while this is active.
- The 'Wind Slice' effect causes the attack to deal +5% base damage and raise bleeding one level.


Air Bullet - D Rank
A jutsu that creates a condensed sphere of air, that when shot is capable of blowing the target off their feet, leaving them defenseless and open for a quick moment while they regain balance.

Rank 1: Blows a gust of wind doing 685 damage at +1 Accuracy. This has a 12% chance of causing the 'Gaspless' effect.
Master: Blows a gust of wind doing 810 damage at +2 Accuracy. This has a 16% chance of causing the 'Gaspless' effect.

Special Action - Gale Palm: By paying +20% Cp, this jutsu may use Melee Accuracy, which increases the 'Gaspless' chance by +8% but lowers accuracy by -2.

Special Action - Air Barrage: By paying +10% Cp, the user may divide this attack into up to 3 smaller wind blasts. 90% of the base damage is divided equally into however many bursts of bullets are created, and each is made at +2 Accuracy. Base `Gaspless` chance is increased by +4% and then divided equally.

Rank 1 Cost: 215 Cp
Master Cost: 240 Cp

Notes:
- The 'Gaspless' effect inflicts suppression and causes the victim to pay +10% Ap to their next Action. This may only happen once per use.


Wind Scythe - C Rank
As if led by some divine being of some sort, the user of this jutsu can truly be said to have mastered the art of viewing the skies as an ally. To call upon a slicing tendril of wind at will takes true skill, and even more so to control this portion of wind to do your bidding.

Rank 1: The user slices the air, creating a wind current that deal 1485 Damage at -2 Accuracy. This has a 12% chance of inflicting the 'Wind Slice' effect.
Master: The user slices the air, creating a wind current that deal 1770 Damage at -1 Accuracy. This has a 18% chance of inflicting the 'Wind Slice' effect.

Special Action - Blade of the Wind: By paying +20% Cp, the user may focus the air current around them in a nearly invisible wind blade. This deals +10% base damage though has an additional -1 Accuracy. This may use melee or Ninjutsu accuracy.

Special Action - Divine Wind: By paying +20% Cp, the user may divide 110% of the damage into up to 5 blades of wind. Each has -2 Accuracy.

Rank 1 Cost: 540 Cp
Master Cost: 620 Cp

Notes:
- Wind Slice may only raise bleeding once per use.
- The 'Wind Slice' effect causes the attack to deal +5% base damage and raise bleeding one level.


Tempest - C Rank
A powerful wind technique which creates a powerful tornado, capable of lifting those caught within off their feet into a shredding vortex of wind that tears apart even the toughest of victims.

Rank 1: Creates a powerful vortex around two targets, attacking them 3 times at +1 Accuracy. Each strike deals 340 damage with a 18% chance of causing the 'Uplift' effect.
Master: Creates a powerful vortex around two targets, attacking them 3 times at +2 Accuracy. Each strike deals 405 damage with a 24% chance of causing the 'Uplift' effect.

Special Action: If 'Uplift' has been caused at least twice, the user may choose to instantly follow up with a mastered Wind Ninjutsu attack up to Lvl B, to strike the target(s). This jutsu deals 80% of the base damage unless it was an AoE, in which case it may only strike these two targets. If one of the targets did not suffer the `uplift` effect twice, they are uneffected. The jutsu used with this action cost +20% Cp and full Ap.

Rank 1 Cost: 405 Cp
Master Cost: 480 Cp

Notes:
- The 'Uplift' effect lifts the target into the air and reduces their dodge by -1 for the remainder of the round, at which point they fall and take 1% Max Hp damage. This may stack up to three times, and further effects do not reset the timer


Wind Release - C Rank
Infusing chakra into their breath, the user is able to blow air from their mouth to manipulate the force of air around them. While not condensed enough to cause harm, the force of this gust is more than enough to clear the surrounding area of distractions and lingering hazards, such as smoke or flames.

Rank 1: Creates powerful gust of wind that dispels effects that obscure the fields visibility. This also may dispel maintained Lightning D Rank and Below jutsu with a contested Ninjutsu check.
Master: Creates powerful gust of wind that dispels effects that obscure the fields visibility. This also may dispel maintained Lightning/Dust/Vapor jutsu C Rank and Below jutsu with a contested Ninjutsu check.

Cost: 560 Cp, with an additional +10% Cp cost for every jutsu attempted to dispel.

Notes:
- This may be used once per round.
- Effects that obscure the field refer to things such as Smoke bombs, Hidden Mist, Sandstorm Veil, and so on. This does not effect Level A+ effects.
- Dispelling any jutsu requires a Ninjutsu check between the user and the user of the contested technique. The user has a -2 penalty against B Rank effects.
- Dispelling smoke bombs is automatic, and prevents their effects from taking place for a full round.


Gale Force - C Rank
A technique which skillfully manipulates the air to condense the wind around the user, drawing most of the nearby oxygen towards them. This makes fighting the user difficult as breathing quickly becomes a difficult process, and the victims begin to feel their bodies slow and tire quickly.

Rank 1: Each time melee contact is made with the user, a Ninjutsu check is made. If the user succeeds this check, then the victim's action costs +15% Cp and they have a 12% chance of suffering the 'Gaspless' effect.
Master: Each time melee contact is made with the user, a Ninjutsu check is made. If the user succeeds this check, then the victim's action costs +15% Cp and they have a 16% chance of suffering the 'Gaspless' effect.

Special Action - Air Burst: While active, the user may pay the maintain cost to reflexively condense the air around them to block 30% of incoming damage from a single technique. However, this dispells the jutsu for the remainder of the round.

Rank 1 Cost: 500 Cp to initiate, 240 Cp/rnd
Master Cost: 620 Cp to initiate, 300 Cp/rnd

Note:
- Lasts up to two rounds.
- This jutsu effects those who use melee accuracy against the user or are targeted with melee accuracy by the user.
- The 'Gaspless' effect inflicts suppression and causes the victim to pay +10% Ap to their next Action. This may only happen once per use.
- Each time melee contact is made, a Ninjutsu check is made between the user and the target; if the user succeeds the enemy suffers the penalty towards their current action (If they attack the user) or their next action (If the user attacks them); this does not stack upon the same action.
- Due to the air drawn towards the user, the suffer a -2 dodge penalty to Fire Jutsu while this technique is active.

Wind Scar - B Rank
A wind technique which involves the user channeling their chakra into the air, slicing at the air to create multiple currents of razor sharp wind, Each homing in on their opponent and shredding them apart before they knew what hit them. This technique leaves its victims as a Bloody Mess.

Rank 1: Creates 3 Currents of Wind. Each Current strikes 4 Times at +1 Accuracy. Each strike deals 190 damage with a 21% chance of activating the 'Wind Shred' effect.
Master: Creates 3 Currents of Wind. Each Current strikes 4 Times at +1 Accuracy. Each strike deals 235 damage with a 28% chance of activating the 'Wind Shred' effect.

Special Action: By paying +20% Cp, the user may condense the attack into a single massive blast of wind, dealing 90% of the combined damage, however bypassing Damage Reduction/Barriers.

Special Action: By paying +20% Cp, the currents may be used as a called shot. This takes on all called shot penalties, and each current has a 7%/9%/11% chance of success; this is only checked once per current. Only two may be successful.

Rank 1 Cost: 655 Cp
Master Cost: 820 Cp

Notes:
- This jutsu may be used once per round.
- Only 10 hits may effect a target.
- The 'Wind Shred' effect causes the attack to deal +5% base damage. Should at least 5 strikes activate 'Wind Shred', the victim`s bleed rank is increased.[/spoilername]


[spoilername="Offensive Taijutsu"]Uncalled For Shot - E-rank
A dirty strike in which the user strikes quickly snapping a kick between the legs of a target.

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

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 - D Rank
A quick striking technique that allows the user to hit an opponent several times with high accuracy.

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 - C Rank
A long stream of attacks aimed at any number of opponents. Most often used when surrounded.

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 - B Rank
A high speed rush attack that allows the user to bombard the enemy with highly accurate and painful strikes.

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 - B Rank
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.

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.[/spoilername]


[spoilername="Buffing Taijutsu"]Charge - E Rank
A basic move that exerts extra strength in a Taijutsu.

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

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 - D Rank
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.

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 - C Rank
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.

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: 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 - C Rank
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.

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 - B Rank
An advance skill that requires extreme speed and reflex in order to strike down their foes before they can land a hit.

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.[/spoilername]

[spoilername="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.

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 - D Rank
Yes, when someone fails, you have a tendency to facepalm. However, this is your body's own reaction to your own epic failures.

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


Basic Clone Visual - D rank
A simple Clone jutsu that causes the target to see multiple copies of the user.

Rank 1: Cast at -1DC dealing 230 Damage. Causes the target to see 1 Clone of the user for a full round.
Master Rank: Cast at -1DC dealing 290 Damage. Causes the target to see 2 Clones of the user for a full round.

Notes:
- There is no awareness check for clones. The user automatically is confused by them upon being successfuly hit with this technique.
- Clones are illusionary and cannot be dispersed physically.
- If the target identifies a Clone(s), they will be re-confused at the end of the round.
- Lasts until the target is aware of the genjutsu, no longer maintained, or a Full round has passed.

Rank 1 Cost: 175 CP, 90 Cp per round
Master Rank Cost: 215 Cp, 110 CP per round


Black Out Will - C Rank
A Genjutsu that shuts down the victim's mind from completely recognizing anything, even the most simplest of things, despite witnessing it multiple times in their life.

Rank 1: Targets at +1 Difficulty. Deals 380 damage. The user may declare up to 2 Action(s) of their own to be modded as a Hidden Action against the target.
Rank 2: Targets at +1 Difficulty. Deals 475 damage. The user may declare up to 3 Action(s) of their own to be modded as a Hidden Action against the target.

Special Action: By paying +20% Chakra Cost the user may decide to declare actions that they plan to use for the next round as hidden instead.

Notes:
- The BMod will send the actual round results to all those unaffected by this technique.

Rank 1 Cost: 285Cp
Master Rank Cost: 355Cp


After-Image Visual - C Rank
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.

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 - C rank
A terrifying technique that causes the target to temporarily lose their vision by a sea of darkness.

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


Silly Fingers Kinetic - C Rank
A genjutsu that causes the fingers to act on their own. The user has absolutely no control of them, thus making it quite difficult to carry a weapon and use handseals.

Rank 1: Cast at normal DC dealing 300 Damage per round. Handseal based actions take +.25ap longer. Handseals have a 18% chance to fail.
Master: Cast at normal DC dealing 375 Damage per round. Handseals based actions take +.5ap longer. Handseals have a 21% chance to fail.

Note:
- May only cause handseals to fail once per round.
- May only be maintained for up to 3 rounds.

Rank 1 Cost: 300 CP to initiate, 150 CP to maintain
Master Cost: 375 CP to initiate, 190 CP to maintain


Phoenix Embrace Kinetic - B Rank
A Genjutsu technique that causes an intense sensation of heat within the target to the point where they feel as if their body has been scorched horribly, the slightest touches causing pain..

Rank 1: Cast at normal DC and deals 300 Illusionary damage per round. The target takes +10% damage from all sources.
Master: Cast at normal DC and deals 375 Illusionary damage per round. The target takes +15% damage from all sources.

Special Action - Fire Lacing: For +20% of Phoenix Embrace's CP Cost, may instantly follow-up an offensive Fire based technique.

Note:
- The Illusionary Damage per round can be buffed by fire damage buffs as well as Illusionary damage buffs. Damage buff cap still applies.
- The special action may only be used once per cast.

Rank 1 Cost: 480 CP to initiate, 240 CP per round to maintain
Master Cost: 600 CP to initiate, 300 CP per round to maintain[/spoilername]

[spoilername="Radiation Ninjutsu"]Radioactive Glow - C-rank
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.

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 - C Rank
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.

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 - C Rank
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.

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 - B Rank
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.

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.[/spoilername]

[spoilername="Photon Ninjutsu"]Luminous Shine - C-rank
The user covers themselves in a layer of photon chakra to create an intense, almost angelic glow of light that blinds those who directly view them. This aura is a double edged sword though; it makes determining the user's exact position and landing a clean hit difficult due to the brightness, but also prevents them from being able to hide their position.

Rank 1: All actions directed at the user have a 12% chance to suffer the 'Misguided' effect.
Master: All actions directed at the user have a 15% chance to suffer the 'Misguided' effect.

Rank 1 Cost: 500 Cp, 250 Cp/Rnd
Master Cost: 620 Cp, 310 Cp/Rnd

Notes:
- Lasts up to two full rounds
- This is Chakra Armor
- The user cannot go into stealth while this effect is active.
- The 'Misguided' effect causes an action that hits to be treated lower and prevents it from auto-hitting. A full hit becomes a partial hit, a partial hit is treated one rank lower, and a Critical hit becomes a Full hit. This effect overwrites any effects that 'treat partial hits higher'.
- 'Misguided' may only be raised up to a 30% chance of activating. If the user has 40%+ Photon buffs, the cap becomes 35%.[/spoilername]



Current Stats
Stamina: 230 / 300
Agility: 260 / 300
Ninjutsu: 200 / 300
Taijutsu: 245 / 300
Genjutsu: 150 / 300
Chakra Control: 290% / 300


Power Level: 1375


Topic: http://www.ninpocho.com/viewtopic.php?p=227872#p227872


New Stats: (+30)
Stamina: 240 (+10) / 300
Agility: 265 (+5) / 300
Ninjutsu: 205 (+5) / 300
Taijutsu: 250 (+5) / 300
Genjutsu: 155 (+5) / 300
Chakra Control: 290% / 300


Power Level: 1405

ASP: 21 (+5)

Approved and Yen Given
 
Re: Annals of Yaku Sara

[spoilername="Non-Element Ninjutsu"] Transformation - 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.


Body Switch - E Rank
Rank 1: The user may body switch against level E-C Jutsu.
Master: The user may body switch against level E-B Jutsu.

Special Action: The user may attempt to Body switch with an enemies clone. This requires the user to make a melee check against the clone.

Cost: Cost of Jutsu dodged +20% Cp.

Notes:
- May only be used once per round, and requires a full round of cool down before it may be used again.
- Cannot be done in the same round as any other 'Body Switch' type techniques.
- Does not require handseals and may be used reflexively.
- Cannot be used on Genjutsu, while bound, or against successful sneak attacks.
- The user must have a Kawarimi Target in their inventory or active clones on the field.
- This auto-dodges only a single action. If the action was a multi-hit, all hits would be avoided.
- During the cooldown time for this jutsu, the user suffer's a -3 dodge penalty.


Crystal Eye - D Rank
Rank 1: Grants the user +1 Awareness, with a 50% Chance of treating all the user's Visibility check against others as one rank higher.
Master: Grants the user +1 Awareness, and treats all the user's Visibility check against others as one rank higher.

Special Action: While the jutsu is active, the user may spend 1.5 Ap to focus upon the eye's vision and make an awareness check against all in battle. This battle check ignores smoke bombs or other concealing effects, and may only be done once per round.

Rank 1 Cost: 240 CP to initiate, 120 CP/Rnd
Master Cost: 300 CP to initiate, 150 CP/Rnd

Notes:
- This may last up to three rounds.
- A user of this technique can only have one eye out at any one time, but it does not count as a creation jutsu.
- This eye can be targeted and destroyed at -3 Accuracy.


Cancel - 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:
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.


Energy Transfer - B Rank
Rank 1: Transfers 1200 Cp between the user and the target. This has a 21% chance of activating the 'Non Elemental' effect.
Master: Transfers 1500 Cp between the user and the target. This has a 28% chance of activating the 'Non Elemental' effect.

Special Action: The user may spend additional Ap to transfer more chakra. For every 1 Ap remaining in contact the user may choose to give/take an additional 480/600 CP.

Cost: This jutsu only costs AP.

Notes:
- If used against an enemy, a Ninjutsu check is made between them and the target upon being used, and every additional Ap spent in contact.
- The user may choose to either take chakra or give chakra from the target.
- If chakra is taken, the user regains chakra equal to half the Cp damage.
- The amount of chakra taken cannot be reduced by damage reduction.
- The limit of chakra transferred may be increased by Ninjutsu buffs.
- The 'Non-Elemental' effect increases this jutsu's limit by +10%. This does not apply to caps.


Leech Seal - B Rank
Rank 1: Places the Leech seal upon a target at -2 Accuracy. Each round the victim loses 2% of their Max Hp and Cp.
Master: Places the Leech seal upon a target at -1 Accuracy. Each round the victim loses 2.5% of their Max Hp and Cp. The user has +1 to their maintain checks.

Special Action: By sacrificing either the Hp or Cp effects of the seal, the user may increase the other by +2%.

Cost: 1200 CP to place the seal

Notes:
- Uses Melee Accuracy to scribe the seal, and a Ninjutsu check each round after the first. Lasts up to three rounds.
- Half of the HP and CP damage dealt by this technique is added to the user's HP and CP.
- Any Hp/Cp regained by the victim while this seal is active requires a Ninjutsu check against the Sealer. If the Sealer succeeds, then the amount healed is split between the victim and the sealer.
- Per-round Hp/Cp regeneration does not stack if placed upon multiple targets. However, if the targets recover Hp/Cp the user may receive the benefits.


Rasengan- B Rank
Rank 1: Creates a sphere of violent chakra that deals 2200 damage. 'Non Elemental' and 'Nature Transformation' effects have a 21% chance of activating.
Master: Creates a sphere of violent chakra that deals 2500 damage. 'Non Elemental' and 'Nature Transformation' effects have a 28% chance of activating.

Special Action - Shape Transformation: When using this Jutsu, the user may alter the control of chakra within the sphere to give one of the following effects;
- +1 Accuracy and -10% Cp cost, but deal -5% base damage. (Stacks up to two times)
- +5% Base Damage, but lower accuracy by -1 and increase Cp cost by +10%. (Stacks up to two times)
- Used with Ninjutsu Accuracy

Special Action - Nature Transformation: By sacrificing the 'Non Elemental' effect, the user may choose to add an elemental affinity to the Rasengan. The user must have the affinity of the chosen element. If an advanced element is chosen, this reduces the elemental effect's chance of activating by -14%, but allows the Rasengan to activate both base element effects simultaneously.

Rank 1 Cost: 730 CP
Master Cost: 1000 CP

Notes:
- Does not require handseals and uses melee accuracy. Both Special Actions may be used simultaneously.
- If an affinity is added to the Rasengan, it is treated as a jutsu of that element (If not, it is NE).
- The 'Non-Elemental' effect increases this jutsu's damage by +10%. This does not apply to caps.
- Only one elemental effect may affect the target per round (Unless an advanced affinity is given to the Rasengan); you cannot stack effects by spamming Rasengan with different elements. Each effect is not automatic, and has a chance of activating.

- Fire grants the 'Sear' effect. The 'Sear' effect gives the target a 10% chance of taking critical damage to the next attack to hit them. If this is not successful, then they only take +10% damage from the attack. This does not stack.
- Wind grants the 'Wind Slice' effect. The 'Wind Slice' effect causes the attack to deal +5% base damage and raise bleeding one level.
- Lightning grants 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.
- Earth grants the 'Crush' effect. The 'Crush' effect causes suppression and raises the called shot level of a single limb chosen at random.
- Water grants the 'Cascade' effect. The 'Cascade' effect suppresses the target and allows the user to immediately follow up this Jutsu with any Water Ninjutsu of their choice. This follow-up gains +2 Accuracy.[/spoilername]

[spoilername="Medical Ninjutsu"]Mystical Hand - 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 - 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
- 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 - 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 - 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.[/spoilername]


[spoilername="Lightning Ninjutsu"]Storm Bolt - 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 - 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 - D Rank
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.

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 - 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 - 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.


Chidori - B Rank
Rank 1: Creates a blade of Lightning around the user's arm, dealing 2200 damage at -2 accuracy. This has a 21% chance of activating the 'Pierce' effect.
Master: Creates a blade of Lightning around the user's arm, dealing 2750 damage at -2 accuracy. This has a 28% chance of activating the 'Pierce' effect.

Special Action - Lightning Blade: This jutsu may be 'charged' for +30% Cp. This causes this jutsu to be modded as if costing 3.5 Ap (But still costs only 2.5 Ap), and is charged during the time of the user's last action up to the use of this jutsu. The user has a -2 dodge penalty during this time, and if the user takes damage equal to 10% of the Max Hp during this time, this jutsu loses -2 accuracy and -15% base damage. This grants the user a +7% chance to activate 'Pierce' and also activates 'Impale' at that time; this will not happen if the user took 10% of their max Hp damage.

Rank 1 Cost: 870 Cp
Master Cost: 1090 Cp

Notes:

- This jutsu uses Melee Accuracy.
- The 'Pierce' effect ignores DR, and destroys barriers, and increases bleeding by 1 level. This does not effect barriers of a higher level than this Jutsu.
- The 'Impale' effect increases bleeding by one level and has a 35% chance of dealing critical damage. Additionally, this disperses clones.[/spoilername]


[spoilername="Wind Ninjutsu"]Pressure Burst - E Rank
Rank 1: The user creates a coat of wind around their palm, slamming their palm against a target. The wind bursts upon impact, dealing 270 damage and 4% chance of inflicting the 'Gaspless' effect.
Master: The user creates a coat of wind around their palm, slamming their palm against a target. The wind bursts upon impact, dealing 340 damage and 6% chance of inflicting the 'Gaspless' effect.

Special Action: This is may be thrown using Ninjutsu Accuracy by paying +10% Cp. This deals -10% base damage, though has +2 Accuracy.

Rank 1 Cost: 90 Cp
Master Cost: 110 Cp

Notes:
- Uses Melee Accuracy
- The 'Gaspless' effect inflicts suppression and causes the victim to pay +10% Ap to their next Action. This may only happen once per use.


Shredding Touch - D Rank
Rank 1: While active, all melee taijutsu attacks made by the user have a 8% chance to cause the 'Wind Slice' effect.
Master: While active, all melee taijutsu attacks made by the user have a 12% chance to cause the 'Wind Slice' effect.

Rank 1 Cost: 215 CP to initiate, 110 Cp/rnd.
Master Cost: 270 CP to initiate, 140 Cp/rnd.

Notes:
- Lasts up to three rounds.
- Damage gains 'Wind' buffs while this is active.
- The 'Wind Slice' effect causes the attack to deal +5% base damage and raise bleeding one level.


Air Bullet - D Rank
Rank 1: Blows a gust of wind doing 685 damage at +1 Accuracy. This has a 12% chance of causing the 'Gaspless' effect.
Master: Blows a gust of wind doing 810 damage at +2 Accuracy. This has a 16% chance of causing the 'Gaspless' effect.

Special Action - Gale Palm: By paying +20% Cp, this jutsu may use Melee Accuracy, which increases the 'Gaspless' chance by +8% but lowers accuracy by -2.

Special Action - Air Barrage: By paying +10% Cp, the user may divide this attack into up to 3 smaller wind blasts. 90% of the base damage is divided equally into however many bursts of bullets are created, and each is made at +2 Accuracy. Base `Gaspless` chance is increased by +4% and then divided equally.

Rank 1 Cost: 215 Cp
Master Cost: 240 Cp

Notes:
- The 'Gaspless' effect inflicts suppression and causes the victim to pay +10% Ap to their next Action. This may only happen once per use.


Wind Scythe - C Rank
Rank 1: The user slices the air, creating a wind current that deal 1485 Damage at -2 Accuracy. This has a 12% chance of inflicting the 'Wind Slice' effect.
Master: The user slices the air, creating a wind current that deal 1770 Damage at -1 Accuracy. This has a 18% chance of inflicting the 'Wind Slice' effect.

Special Action - Blade of the Wind: By paying +20% Cp, the user may focus the air current around them in a nearly invisible wind blade. This deals +10% base damage though has an additional -1 Accuracy. This may use melee or Ninjutsu accuracy.

Special Action - Divine Wind: By paying +20% Cp, the user may divide 110% of the damage into up to 5 blades of wind. Each has -2 Accuracy.

Rank 1 Cost: 540 Cp
Master Cost: 620 Cp

Notes:
- Wind Slice may only raise bleeding once per use.
- The 'Wind Slice' effect causes the attack to deal +5% base damage and raise bleeding one level.


Tempest - C Rank
Rank 1: Creates a powerful vortex around two targets, attacking them 3 times at +1 Accuracy. Each strike deals 340 damage with a 18% chance of causing the 'Uplift' effect.
Master: Creates a powerful vortex around two targets, attacking them 3 times at +2 Accuracy. Each strike deals 405 damage with a 24% chance of causing the 'Uplift' effect.

Special Action: If 'Uplift' has been caused at least twice, the user may choose to instantly follow up with a mastered Wind Ninjutsu attack up to Lvl B, to strike the target(s). This jutsu deals 80% of the base damage unless it was an AoE, in which case it may only strike these two targets. If one of the targets did not suffer the `uplift` effect twice, they are uneffected. The jutsu used with this action cost +20% Cp and full Ap.

Rank 1 Cost: 405 Cp
Master Cost: 480 Cp

Notes:
- The 'Uplift' effect lifts the target into the air and reduces their dodge by -1 for the remainder of the round, at which point they fall and take 1% Max Hp damage. This may stack up to three times, and further effects do not reset the timer


Wind Release - C Rank
Rank 1: Creates powerful gust of wind that dispels effects that obscure the fields visibility. This also may dispel maintained Lightning D Rank and Below jutsu with a contested Ninjutsu check.
Master: Creates powerful gust of wind that dispels effects that obscure the fields visibility. This also may dispel maintained Lightning/Dust/Vapor jutsu C Rank and Below jutsu with a contested Ninjutsu check.

Cost: 560 Cp, with an additional +10% Cp cost for every jutsu attempted to dispel.

Notes:
- This may be used once per round.
- Effects that obscure the field refer to things such as Smoke bombs, Hidden Mist, Sandstorm Veil, and so on. This does not effect Level A+ effects.
- Dispelling any jutsu requires a Ninjutsu check between the user and the user of the contested technique. The user has a -2 penalty against B Rank effects.
- Dispelling smoke bombs is automatic, and prevents their effects from taking place for a full round.


Gale Force - C Rank
Rank 1: Each time melee contact is made with the user, a Ninjutsu check is made. If the user succeeds this check, then the victim's action costs +15% Cp and they have a 12% chance of suffering the 'Gaspless' effect.
Master: Each time melee contact is made with the user, a Ninjutsu check is made. If the user succeeds this check, then the victim's action costs +15% Cp and they have a 16% chance of suffering the 'Gaspless' effect.

Special Action - Air Burst: While active, the user may pay the maintain cost to reflexively condense the air around them to block 30% of incoming damage from a single technique. However, this dispells the jutsu for the remainder of the round.

Rank 1 Cost: 500 Cp to initiate, 240 Cp/rnd
Master Cost: 620 Cp to initiate, 300 Cp/rnd

Note:
- Lasts up to two rounds.
- This jutsu effects those who use melee accuracy against the user or are targeted with melee accuracy by the user.
- The 'Gaspless' effect inflicts suppression and causes the victim to pay +10% Ap to their next Action. This may only happen once per use.
- Each time melee contact is made, a Ninjutsu check is made between the user and the target; if the user succeeds the enemy suffers the penalty towards their current action (If they attack the user) or their next action (If the user attacks them); this does not stack upon the same action.
- Due to the air drawn towards the user, the suffer a -2 dodge penalty to Fire Jutsu while this technique is active.

Wind Scar - B Rank
Rank 1: Creates 3 Currents of Wind. Each Current strikes 4 Times at +1 Accuracy. Each strike deals 190 damage with a 21% chance of activating the 'Wind Shred' effect.
Master: Creates 3 Currents of Wind. Each Current strikes 4 Times at +1 Accuracy. Each strike deals 235 damage with a 28% chance of activating the 'Wind Shred' effect.

Special Action: By paying +20% Cp, the user may condense the attack into a single massive blast of wind, dealing 90% of the combined damage, however bypassing Damage Reduction/Barriers.

Special Action: By paying +20% Cp, the currents may be used as a called shot. This takes on all called shot penalties, and each current has a 7%/9%/11% chance of success; this is only checked once per current. Only two may be successful.

Rank 1 Cost: 655 Cp
Master Cost: 820 Cp

Notes:
- This jutsu may be used once per round.
- Only 10 hits may effect a target.
- The 'Wind Shred' effect causes the attack to deal +5% base damage. Should at least 5 strikes activate 'Wind Shred', the victim`s bleed rank is increased.[/spoilername]


[spoilername="Offensive Taijutsu"]Uncalled For Shot - E-rank
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 - E-rank
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 - D Rank
A quick striking technique that allows the user to hit an opponent several times with high accuracy.

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 - C Rank
A long stream of attacks aimed at any number of opponents. Most often used when surrounded.

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 - B Rank
A high speed rush attack that allows the user to bombard the enemy with highly accurate and painful strikes.

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 - B Rank
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.

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.[/spoilername]


[spoilername="Buffing Taijutsu"]Charge - E Rank
A basic move that exerts extra strength in a Taijutsu.

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

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 - D Rank
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.

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 - C Rank
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.

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: 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 - C Rank
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.

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 - B Rank
An advance skill that requires extreme speed and reflex in order to strike down their foes before they can land a hit.

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.[/spoilername]

[spoilername="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.

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 - D Rank
Yes, when someone fails, you have a tendency to facepalm. However, this is your body's own reaction to your own epic failures.

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


Basic Clone Visual - D rank
A simple Clone jutsu that causes the target to see multiple copies of the user.

Rank 1: Cast at -1DC dealing 230 Damage. Causes the target to see 1 Clone of the user for a full round.
Master Rank: Cast at -1DC dealing 290 Damage. Causes the target to see 2 Clones of the user for a full round.

Notes:
- There is no awareness check for clones. The user automatically is confused by them upon being successfuly hit with this technique.
- Clones are illusionary and cannot be dispersed physically.
- If the target identifies a Clone(s), they will be re-confused at the end of the round.
- Lasts until the target is aware of the genjutsu, no longer maintained, or a Full round has passed.

Rank 1 Cost: 175 CP, 90 Cp per round
Master Rank Cost: 215 Cp, 110 CP per round


Black Out Will - C Rank
A Genjutsu that shuts down the victim's mind from completely recognizing anything, even the most simplest of things, despite witnessing it multiple times in their life.

Rank 1: Targets at +1 Difficulty. Deals 380 damage. The user may declare up to 2 Action(s) of their own to be modded as a Hidden Action against the target.
Rank 2: Targets at +1 Difficulty. Deals 475 damage. The user may declare up to 3 Action(s) of their own to be modded as a Hidden Action against the target.

Special Action: By paying +20% Chakra Cost the user may decide to declare actions that they plan to use for the next round as hidden instead.

Notes:
- The BMod will send the actual round results to all those unaffected by this technique.

Rank 1 Cost: 285Cp
Master Rank Cost: 355Cp


After-Image Visual - C Rank
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.

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 - C rank
A terrifying technique that causes the target to temporarily lose their vision by a sea of darkness.

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


Silly Fingers Kinetic - C Rank
A genjutsu that causes the fingers to act on their own. The user has absolutely no control of them, thus making it quite difficult to carry a weapon and use handseals.

Rank 1: Cast at normal DC dealing 300 Damage per round. Handseal based actions take +.25ap longer. Handseals have a 18% chance to fail.
Master: Cast at normal DC dealing 375 Damage per round. Handseals based actions take +.5ap longer. Handseals have a 21% chance to fail.

Note:
- May only cause handseals to fail once per round.
- May only be maintained for up to 3 rounds.

Rank 1 Cost: 300 CP to initiate, 150 CP to maintain
Master Cost: 375 CP to initiate, 190 CP to maintain


Phoenix Embrace Kinetic - B Rank
A Genjutsu technique that causes an intense sensation of heat within the target to the point where they feel as if their body has been scorched horribly, the slightest touches causing pain..

Rank 1: Cast at normal DC and deals 300 Illusionary damage per round. The target takes +10% damage from all sources.
Master: Cast at normal DC and deals 375 Illusionary damage per round. The target takes +15% damage from all sources.

Special Action - Fire Lacing: For +20% of Phoenix Embrace's CP Cost, may instantly follow-up an offensive Fire based technique.

Note:
- The Illusionary Damage per round can be buffed by fire damage buffs as well as Illusionary damage buffs. Damage buff cap still applies.
- The special action may only be used once per cast.

Rank 1 Cost: 480 CP to initiate, 240 CP per round to maintain
Master Cost: 600 CP to initiate, 300 CP per round to maintain[/spoilername]

[spoilername="Radiation Ninjutsu"]Radioactive Glow - C-rank
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.

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 - 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 - 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 - B Rank
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.[/spoilername]

[spoilername="Photon Ninjutsu"]Luminous Shine - C-rank
Rank 1: All actions directed at the user have a 12% chance to suffer the 'Misguided' effect.
Master: All actions directed at the user have a 15% chance to suffer the 'Misguided' effect.

Rank 1 Cost: 500 Cp, 250 Cp/Rnd
Master Cost: 620 Cp, 310 Cp/Rnd

Notes:
- Lasts up to two full rounds
- This is Chakra Armor
- The user cannot go into stealth while this effect is active.
- The 'Misguided' effect causes an action that hits to be treated lower and prevents it from auto-hitting. A full hit becomes a partial hit, a partial hit is treated one rank lower, and a Critical hit becomes a Full hit. This effect overwrites any effects that 'treat partial hits higher'.
- 'Misguided' may only be raised up to a 30% chance of activating. If the user has 40%+ Photon buffs, the cap becomes 35%.


Flashbang - C-rank
Rank 1: Creates a flash of light that inflicts the 'Dazed' effect upon the target, and gives each of their actions a 12% chance of being afflicted by 'Radiance'.
Master: Creates a flash of light that inflicts the 'Dazed' effect upon the target, and gives each of their actions a 18% chance of being afflicted by 'Radiance'.

Special Action: By paying +20% Cp, the user may lower accuracy by -3 to allow this jutsu to effect +1 Target.

Rank 1 Cost: 500 Cp
Master Cost: 620 Cp

Notes:
- This lasts a full round
- Attacks made against the victim gain +1 Critical chance during this time.
- The 'Dazed' effect causes all actions against the victim to have a 10% chance of auto-hitting, and all actions used by the victim to have a 10% chance to auto-miss. This lasts a full round.
- The 'Radiance' effect prevents the victim from choosing a specific target. This only applies if the action was not targeting themselves.


Clandestine Concealment - B-rank
Rank 1: Effects a target at +1 Accuracy. Item based actions cost +.1 Ap and have a 20% chance to fail.
Master: Effects a target at +2 Accuracy. Item based actions cost +.1 Ap and have a 25% chance to fail.

Special Action - Phantom Strike: By paying +20% Cp, the user may choose to use this jutsu to make their own equipped weapon invisible. All attacks with this weapon have a 7%/10%/14% chance of being considered a sneak attack, and disarm attempts made against it have -2 Accuracy and a 20%/25%/30% chance of failing. If used while duelwielding, the user may split this bonus between both the weapons equally.

Rank 1 Cost: 800 Cp, 400 Cp/Rnd
Master Cost: 1000 Cp, 500 Cp/Rnd

Notes:
- Last up to 2 rounds, requiring a Nin check each round.
- The 'Fail chance' of this jutsu is rolled separately from other auto-fail type effects.
- This applies to all item-based actions, such as equipping, using items, or using jutsu that involve items.
- This does not effect weapons[/spoilername]



Current Stats
Stamina: 240 / 300
Agility: 265 / 300
Ninjutsu: 205 / 300
Taijutsu: 250 / 300
Genjutsu: 155 / 300
Chakra Control: 290% / 300


Power Level: 1405


Topic: http://www.ninpocho.com/viewtopic.php?p=227998#p227998


New Stats: (+25)
Stamina: 245 (+5) / 300
Agility: 270 (+5) / 300
Ninjutsu: 210 (+5) / 300
Taijutsu: 255 (+5) / 300
Genjutsu: 160 (+5) / 300
Chakra Control: 290% / 300


Power Level: 1430

ASP: 21

Mastery: Flashbang (10)
 
Re: Annals of Yaku Sara

Sara said:
[spoilername="Non-Element Ninjutsu"] Transformation - 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.


Body Switch - E Rank
Rank 1: The user may body switch against level E-C Jutsu.
Master: The user may body switch against level E-B Jutsu.

Special Action: The user may attempt to Body switch with an enemies clone. This requires the user to make a melee check against the clone.

Cost: Cost of Jutsu dodged +20% Cp.

Notes:
- May only be used once per round, and requires a full round of cool down before it may be used again.
- Cannot be done in the same round as any other 'Body Switch' type techniques.
- Does not require handseals and may be used reflexively.
- Cannot be used on Genjutsu, while bound, or against successful sneak attacks.
- The user must have a Kawarimi Target in their inventory or active clones on the field.
- This auto-dodges only a single action. If the action was a multi-hit, all hits would be avoided.
- During the cooldown time for this jutsu, the user suffer's a -3 dodge penalty.


Crystal Eye - D Rank
Rank 1: Grants the user +1 Awareness, with a 50% Chance of treating all the user's Visibility check against others as one rank higher.
Master: Grants the user +1 Awareness, and treats all the user's Visibility check against others as one rank higher.

Special Action: While the jutsu is active, the user may spend 1.5 Ap to focus upon the eye's vision and make an awareness check against all in battle. This battle check ignores smoke bombs or other concealing effects, and may only be done once per round.

Rank 1 Cost: 240 CP to initiate, 120 CP/Rnd
Master Cost: 300 CP to initiate, 150 CP/Rnd

Notes:
- This may last up to three rounds.
- A user of this technique can only have one eye out at any one time, but it does not count as a creation jutsu.
- This eye can be targeted and destroyed at -3 Accuracy.


Cancel - 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:
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.


Energy Transfer - B Rank
Rank 1: Transfers 1200 Cp between the user and the target. This has a 21% chance of activating the 'Non Elemental' effect.
Master: Transfers 1500 Cp between the user and the target. This has a 28% chance of activating the 'Non Elemental' effect.

Special Action: The user may spend additional Ap to transfer more chakra. For every 1 Ap remaining in contact the user may choose to give/take an additional 480/600 CP.

Cost: This jutsu only costs AP.

Notes:
- If used against an enemy, a Ninjutsu check is made between them and the target upon being used, and every additional Ap spent in contact.
- The user may choose to either take chakra or give chakra from the target.
- If chakra is taken, the user regains chakra equal to half the Cp damage.
- The amount of chakra taken cannot be reduced by damage reduction.
- The limit of chakra transferred may be increased by Ninjutsu buffs.
- The 'Non-Elemental' effect increases this jutsu's limit by +10%. This does not apply to caps.


Leech Seal - B Rank
Rank 1: Places the Leech seal upon a target at -2 Accuracy. Each round the victim loses 2% of their Max Hp and Cp.
Master: Places the Leech seal upon a target at -1 Accuracy. Each round the victim loses 2.5% of their Max Hp and Cp. The user has +1 to their maintain checks.

Special Action: By sacrificing either the Hp or Cp effects of the seal, the user may increase the other by +2%.

Cost: 1200 CP to place the seal

Notes:
- Uses Melee Accuracy to scribe the seal, and a Ninjutsu check each round after the first. Lasts up to three rounds.
- Half of the HP and CP damage dealt by this technique is added to the user's HP and CP.
- Any Hp/Cp regained by the victim while this seal is active requires a Ninjutsu check against the Sealer. If the Sealer succeeds, then the amount healed is split between the victim and the sealer.
- Per-round Hp/Cp regeneration does not stack if placed upon multiple targets. However, if the targets recover Hp/Cp the user may receive the benefits.


Rasengan- B Rank
Rank 1: Creates a sphere of violent chakra that deals 2200 damage. 'Non Elemental' and 'Nature Transformation' effects have a 21% chance of activating.
Master: Creates a sphere of violent chakra that deals 2500 damage. 'Non Elemental' and 'Nature Transformation' effects have a 28% chance of activating.

Special Action - Shape Transformation: When using this Jutsu, the user may alter the control of chakra within the sphere to give one of the following effects;
- +1 Accuracy and -10% Cp cost, but deal -5% base damage. (Stacks up to two times)
- +5% Base Damage, but lower accuracy by -1 and increase Cp cost by +10%. (Stacks up to two times)
- Used with Ninjutsu Accuracy

Special Action - Nature Transformation: By sacrificing the 'Non Elemental' effect, the user may choose to add an elemental affinity to the Rasengan. The user must have the affinity of the chosen element. If an advanced element is chosen, this reduces the elemental effect's chance of activating by -14%, but allows the Rasengan to activate both base element effects simultaneously.

Rank 1 Cost: 730 CP
Master Cost: 1000 CP

Notes:
- Does not require handseals and uses melee accuracy. Both Special Actions may be used simultaneously.
- If an affinity is added to the Rasengan, it is treated as a jutsu of that element (If not, it is NE).
- The 'Non-Elemental' effect increases this jutsu's damage by +10%. This does not apply to caps.
- Only one elemental effect may affect the target per round (Unless an advanced affinity is given to the Rasengan); you cannot stack effects by spamming Rasengan with different elements. Each effect is not automatic, and has a chance of activating.

- Fire grants the 'Sear' effect. The 'Sear' effect gives the target a 10% chance of taking critical damage to the next attack to hit them. If this is not successful, then they only take +10% damage from the attack. This does not stack.
- Wind grants the 'Wind Slice' effect. The 'Wind Slice' effect causes the attack to deal +5% base damage and raise bleeding one level.
- Lightning grants 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.
- Earth grants the 'Crush' effect. The 'Crush' effect causes suppression and raises the called shot level of a single limb chosen at random.
- Water grants the 'Cascade' effect. The 'Cascade' effect suppresses the target and allows the user to immediately follow up this Jutsu with any Water Ninjutsu of their choice. This follow-up gains +2 Accuracy.[/spoilername]

[spoilername="Medical Ninjutsu"]Mystical Hand - 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 - 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
- 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 - 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 - 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.[/spoilername]


[spoilername="Lightning Ninjutsu"]Storm Bolt - 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 - 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 - D Rank
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.

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 - 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 - 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.


Chidori - B Rank
Rank 1: Creates a blade of Lightning around the user's arm, dealing 2200 damage at -2 accuracy. This has a 21% chance of activating the 'Pierce' effect.
Master: Creates a blade of Lightning around the user's arm, dealing 2750 damage at -2 accuracy. This has a 28% chance of activating the 'Pierce' effect.

Special Action - Lightning Blade: This jutsu may be 'charged' for +30% Cp. This causes this jutsu to be modded as if costing 3.5 Ap (But still costs only 2.5 Ap), and is charged during the time of the user's last action up to the use of this jutsu. The user has a -2 dodge penalty during this time, and if the user takes damage equal to 10% of the Max Hp during this time, this jutsu loses -2 accuracy and -15% base damage. This grants the user a +7% chance to activate 'Pierce' and also activates 'Impale' at that time; this will not happen if the user took 10% of their max Hp damage.

Rank 1 Cost: 870 Cp
Master Cost: 1090 Cp

Notes:

- This jutsu uses Melee Accuracy.
- The 'Pierce' effect ignores DR, and destroys barriers, and increases bleeding by 1 level. This does not effect barriers of a higher level than this Jutsu.
- The 'Impale' effect increases bleeding by one level and has a 35% chance of dealing critical damage. Additionally, this disperses clones.[/spoilername]


[spoilername="Wind Ninjutsu"]Pressure Burst - E Rank
Rank 1: The user creates a coat of wind around their palm, slamming their palm against a target. The wind bursts upon impact, dealing 270 damage and 4% chance of inflicting the 'Gaspless' effect.
Master: The user creates a coat of wind around their palm, slamming their palm against a target. The wind bursts upon impact, dealing 340 damage and 6% chance of inflicting the 'Gaspless' effect.

Special Action: This is may be thrown using Ninjutsu Accuracy by paying +10% Cp. This deals -10% base damage, though has +2 Accuracy.

Rank 1 Cost: 90 Cp
Master Cost: 110 Cp

Notes:
- Uses Melee Accuracy
- The 'Gaspless' effect inflicts suppression and causes the victim to pay +10% Ap to their next Action. This may only happen once per use.


Shredding Touch - D Rank
Rank 1: While active, all melee taijutsu attacks made by the user have a 8% chance to cause the 'Wind Slice' effect.
Master: While active, all melee taijutsu attacks made by the user have a 12% chance to cause the 'Wind Slice' effect.

Rank 1 Cost: 215 CP to initiate, 110 Cp/rnd.
Master Cost: 270 CP to initiate, 140 Cp/rnd.

Notes:
- Lasts up to three rounds.
- Damage gains 'Wind' buffs while this is active.
- The 'Wind Slice' effect causes the attack to deal +5% base damage and raise bleeding one level.


Air Bullet - D Rank
Rank 1: Blows a gust of wind doing 685 damage at +1 Accuracy. This has a 12% chance of causing the 'Gaspless' effect.
Master: Blows a gust of wind doing 810 damage at +2 Accuracy. This has a 16% chance of causing the 'Gaspless' effect.

Special Action - Gale Palm: By paying +20% Cp, this jutsu may use Melee Accuracy, which increases the 'Gaspless' chance by +8% but lowers accuracy by -2.

Special Action - Air Barrage: By paying +10% Cp, the user may divide this attack into up to 3 smaller wind blasts. 90% of the base damage is divided equally into however many bursts of bullets are created, and each is made at +2 Accuracy. Base `Gaspless` chance is increased by +4% and then divided equally.

Rank 1 Cost: 215 Cp
Master Cost: 240 Cp

Notes:
- The 'Gaspless' effect inflicts suppression and causes the victim to pay +10% Ap to their next Action. This may only happen once per use.


Wind Scythe - C Rank
Rank 1: The user slices the air, creating a wind current that deal 1485 Damage at -2 Accuracy. This has a 12% chance of inflicting the 'Wind Slice' effect.
Master: The user slices the air, creating a wind current that deal 1770 Damage at -1 Accuracy. This has a 18% chance of inflicting the 'Wind Slice' effect.

Special Action - Blade of the Wind: By paying +20% Cp, the user may focus the air current around them in a nearly invisible wind blade. This deals +10% base damage though has an additional -1 Accuracy. This may use melee or Ninjutsu accuracy.

Special Action - Divine Wind: By paying +20% Cp, the user may divide 110% of the damage into up to 5 blades of wind. Each has -2 Accuracy.

Rank 1 Cost: 540 Cp
Master Cost: 620 Cp

Notes:
- Wind Slice may only raise bleeding once per use.
- The 'Wind Slice' effect causes the attack to deal +5% base damage and raise bleeding one level.


Tempest - C Rank
Rank 1: Creates a powerful vortex around two targets, attacking them 3 times at +1 Accuracy. Each strike deals 340 damage with a 18% chance of causing the 'Uplift' effect.
Master: Creates a powerful vortex around two targets, attacking them 3 times at +2 Accuracy. Each strike deals 405 damage with a 24% chance of causing the 'Uplift' effect.

Special Action: If 'Uplift' has been caused at least twice, the user may choose to instantly follow up with a mastered Wind Ninjutsu attack up to Lvl B, to strike the target(s). This jutsu deals 80% of the base damage unless it was an AoE, in which case it may only strike these two targets. If one of the targets did not suffer the `uplift` effect twice, they are uneffected. The jutsu used with this action cost +20% Cp and full Ap.

Rank 1 Cost: 405 Cp
Master Cost: 480 Cp

Notes:
- The 'Uplift' effect lifts the target into the air and reduces their dodge by -1 for the remainder of the round, at which point they fall and take 1% Max Hp damage. This may stack up to three times, and further effects do not reset the timer


Wind Release - C Rank
Rank 1: Creates powerful gust of wind that dispels effects that obscure the fields visibility. This also may dispel maintained Lightning D Rank and Below jutsu with a contested Ninjutsu check.
Master: Creates powerful gust of wind that dispels effects that obscure the fields visibility. This also may dispel maintained Lightning/Dust/Vapor jutsu C Rank and Below jutsu with a contested Ninjutsu check.

Cost: 560 Cp, with an additional +10% Cp cost for every jutsu attempted to dispel.

Notes:
- This may be used once per round.
- Effects that obscure the field refer to things such as Smoke bombs, Hidden Mist, Sandstorm Veil, and so on. This does not effect Level A+ effects.
- Dispelling any jutsu requires a Ninjutsu check between the user and the user of the contested technique. The user has a -2 penalty against B Rank effects.
- Dispelling smoke bombs is automatic, and prevents their effects from taking place for a full round.


Gale Force - C Rank
Rank 1: Each time melee contact is made with the user, a Ninjutsu check is made. If the user succeeds this check, then the victim's action costs +15% Cp and they have a 12% chance of suffering the 'Gaspless' effect.
Master: Each time melee contact is made with the user, a Ninjutsu check is made. If the user succeeds this check, then the victim's action costs +15% Cp and they have a 16% chance of suffering the 'Gaspless' effect.

Special Action - Air Burst: While active, the user may pay the maintain cost to reflexively condense the air around them to block 30% of incoming damage from a single technique. However, this dispells the jutsu for the remainder of the round.

Rank 1 Cost: 500 Cp to initiate, 240 Cp/rnd
Master Cost: 620 Cp to initiate, 300 Cp/rnd

Note:
- Lasts up to two rounds.
- This jutsu effects those who use melee accuracy against the user or are targeted with melee accuracy by the user.
- The 'Gaspless' effect inflicts suppression and causes the victim to pay +10% Ap to their next Action. This may only happen once per use.
- Each time melee contact is made, a Ninjutsu check is made between the user and the target; if the user succeeds the enemy suffers the penalty towards their current action (If they attack the user) or their next action (If the user attacks them); this does not stack upon the same action.
- Due to the air drawn towards the user, the suffer a -2 dodge penalty to Fire Jutsu while this technique is active.

Wind Scar - B Rank
Rank 1: Creates 3 Currents of Wind. Each Current strikes 4 Times at +1 Accuracy. Each strike deals 190 damage with a 21% chance of activating the 'Wind Shred' effect.
Master: Creates 3 Currents of Wind. Each Current strikes 4 Times at +1 Accuracy. Each strike deals 235 damage with a 28% chance of activating the 'Wind Shred' effect.

Special Action: By paying +20% Cp, the user may condense the attack into a single massive blast of wind, dealing 90% of the combined damage, however bypassing Damage Reduction/Barriers.

Special Action: By paying +20% Cp, the currents may be used as a called shot. This takes on all called shot penalties, and each current has a 7%/9%/11% chance of success; this is only checked once per current. Only two may be successful.

Rank 1 Cost: 655 Cp
Master Cost: 820 Cp

Notes:
- This jutsu may be used once per round.
- Only 10 hits may effect a target.
- The 'Wind Shred' effect causes the attack to deal +5% base damage. Should at least 5 strikes activate 'Wind Shred', the victim`s bleed rank is increased.[/spoilername]


[spoilername="Offensive Taijutsu"]Uncalled For Shot - E-rank
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 - E-rank
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 - D Rank
A quick striking technique that allows the user to hit an opponent several times with high accuracy.

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 - C Rank
A long stream of attacks aimed at any number of opponents. Most often used when surrounded.

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 - B Rank
A high speed rush attack that allows the user to bombard the enemy with highly accurate and painful strikes.

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 - B Rank
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.

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.[/spoilername]


[spoilername="Buffing Taijutsu"]Charge - E Rank
A basic move that exerts extra strength in a Taijutsu.

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

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 - D Rank
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.

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 - C Rank
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.

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: 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 - C Rank
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.

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 - B Rank
An advance skill that requires extreme speed and reflex in order to strike down their foes before they can land a hit.

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.[/spoilername]

[spoilername="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.

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 - D Rank
Yes, when someone fails, you have a tendency to facepalm. However, this is your body's own reaction to your own epic failures.

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


Basic Clone Visual - D rank
A simple Clone jutsu that causes the target to see multiple copies of the user.

Rank 1: Cast at -1DC dealing 230 Damage. Causes the target to see 1 Clone of the user for a full round.
Master Rank: Cast at -1DC dealing 290 Damage. Causes the target to see 2 Clones of the user for a full round.

Notes:
- There is no awareness check for clones. The user automatically is confused by them upon being successfuly hit with this technique.
- Clones are illusionary and cannot be dispersed physically.
- If the target identifies a Clone(s), they will be re-confused at the end of the round.
- Lasts until the target is aware of the genjutsu, no longer maintained, or a Full round has passed.

Rank 1 Cost: 175 CP, 90 Cp per round
Master Rank Cost: 215 Cp, 110 CP per round


Black Out Will - C Rank
A Genjutsu that shuts down the victim's mind from completely recognizing anything, even the most simplest of things, despite witnessing it multiple times in their life.

Rank 1: Targets at +1 Difficulty. Deals 380 damage. The user may declare up to 2 Action(s) of their own to be modded as a Hidden Action against the target.
Rank 2: Targets at +1 Difficulty. Deals 475 damage. The user may declare up to 3 Action(s) of their own to be modded as a Hidden Action against the target.

Special Action: By paying +20% Chakra Cost the user may decide to declare actions that they plan to use for the next round as hidden instead.

Notes:
- The BMod will send the actual round results to all those unaffected by this technique.

Rank 1 Cost: 285Cp
Master Rank Cost: 355Cp


After-Image Visual - C Rank
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.

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 - C rank
A terrifying technique that causes the target to temporarily lose their vision by a sea of darkness.

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


Silly Fingers Kinetic - C Rank
A genjutsu that causes the fingers to act on their own. The user has absolutely no control of them, thus making it quite difficult to carry a weapon and use handseals.

Rank 1: Cast at normal DC dealing 300 Damage per round. Handseal based actions take +.25ap longer. Handseals have a 18% chance to fail.
Master: Cast at normal DC dealing 375 Damage per round. Handseals based actions take +.5ap longer. Handseals have a 21% chance to fail.

Note:
- May only cause handseals to fail once per round.
- May only be maintained for up to 3 rounds.

Rank 1 Cost: 300 CP to initiate, 150 CP to maintain
Master Cost: 375 CP to initiate, 190 CP to maintain


Phoenix Embrace Kinetic - B Rank
A Genjutsu technique that causes an intense sensation of heat within the target to the point where they feel as if their body has been scorched horribly, the slightest touches causing pain..

Rank 1: Cast at normal DC and deals 300 Illusionary damage per round. The target takes +10% damage from all sources.
Master: Cast at normal DC and deals 375 Illusionary damage per round. The target takes +15% damage from all sources.

Special Action - Fire Lacing: For +20% of Phoenix Embrace's CP Cost, may instantly follow-up an offensive Fire based technique.

Note:
- The Illusionary Damage per round can be buffed by fire damage buffs as well as Illusionary damage buffs. Damage buff cap still applies.
- The special action may only be used once per cast.

Rank 1 Cost: 480 CP to initiate, 240 CP per round to maintain
Master Cost: 600 CP to initiate, 300 CP per round to maintain[/spoilername]

[spoilername="Radiation Ninjutsu"]Radioactive Glow - C-rank
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.

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 - 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 - 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 - B Rank
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.[/spoilername]

[spoilername="Photon Ninjutsu"]Luminous Shine - C-rank
Rank 1: All actions directed at the user have a 12% chance to suffer the 'Misguided' effect.
Master: All actions directed at the user have a 15% chance to suffer the 'Misguided' effect.

Rank 1 Cost: 500 Cp, 250 Cp/Rnd
Master Cost: 620 Cp, 310 Cp/Rnd

Notes:
- Lasts up to two full rounds
- This is Chakra Armor
- The user cannot go into stealth while this effect is active.
- The 'Misguided' effect causes an action that hits to be treated lower and prevents it from auto-hitting. A full hit becomes a partial hit, a partial hit is treated one rank lower, and a Critical hit becomes a Full hit. This effect overwrites any effects that 'treat partial hits higher'.
- 'Misguided' may only be raised up to a 30% chance of activating. If the user has 40%+ Photon buffs, the cap becomes 35%.


Flashbang - C-rank
Rank 1: Creates a flash of light that inflicts the 'Dazed' effect upon the target, and gives each of their actions a 12% chance of being afflicted by 'Radiance'.
Master: Creates a flash of light that inflicts the 'Dazed' effect upon the target, and gives each of their actions a 18% chance of being afflicted by 'Radiance'.

Special Action: By paying +20% Cp, the user may lower accuracy by -3 to allow this jutsu to effect +1 Target.

Rank 1 Cost: 500 Cp
Master Cost: 620 Cp

Notes:
- This lasts a full round
- Attacks made against the victim gain +1 Critical chance during this time.
- The 'Dazed' effect causes all actions against the victim to have a 10% chance of auto-hitting, and all actions used by the victim to have a 10% chance to auto-miss. This lasts a full round.
- The 'Radiance' effect prevents the victim from choosing a specific target. This only applies if the action was not targeting themselves.


Clandestine Concealment - B-rank
Rank 1: Effects a target at +1 Accuracy. Item based actions cost +.1 Ap and have a 20% chance to fail.
Master: Effects a target at +2 Accuracy. Item based actions cost +.1 Ap and have a 25% chance to fail.

Special Action - Phantom Strike: By paying +20% Cp, the user may choose to use this jutsu to make their own equipped weapon invisible. All attacks with this weapon have a 7%/10%/14% chance of being considered a sneak attack, and disarm attempts made against it have -2 Accuracy and a 20%/25%/30% chance of failing. If used while duelwielding, the user may split this bonus between both the weapons equally.

Rank 1 Cost: 800 Cp, 400 Cp/Rnd
Master Cost: 1000 Cp, 500 Cp/Rnd

Notes:
- Last up to 2 rounds, requiring a Nin check each round.
- The 'Fail chance' of this jutsu is rolled separately from other auto-fail type effects.
- This applies to all item-based actions, such as equipping, using items, or using jutsu that involve items.
- This does not effect weapons[/spoilername]



Current Stats
Stamina: 240 / 300
Agility: 265 / 300
Ninjutsu: 205 / 300
Taijutsu: 250 / 300
Genjutsu: 155 / 300
Chakra Control: 290% / 300


Power Level: 1405


Topic: http://www.ninpocho.com/viewtopic.php?p=227998#p227998


New Stats: (+25)
Stamina: 245 (+5) / 300
Agility: 270 (+5) / 300
Ninjutsu: 210 (+5) / 300
Taijutsu: 255 (+5) / 300
Genjutsu: 160 (+5) / 300
Chakra Control: 290% / 300


Power Level: 1430

ASP: 21

Mastery: Flashbang (10)

Approved, Yen on the way!
 
Re: Annals of Yaku Sara

[spoilername="Non-Element Ninjutsu"] Transformation - 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.


Body Switch - E Rank
Rank 1: The user may body switch against level E-C Jutsu.
Master: The user may body switch against level E-B Jutsu.

Special Action: The user may attempt to Body switch with an enemies clone. This requires the user to make a melee check against the clone.

Cost: Cost of Jutsu dodged +20% Cp.

Notes:
- May only be used once per round, and requires a full round of cool down before it may be used again.
- Cannot be done in the same round as any other 'Body Switch' type techniques.
- Does not require handseals and may be used reflexively.
- Cannot be used on Genjutsu, while bound, or against successful sneak attacks.
- The user must have a Kawarimi Target in their inventory or active clones on the field.
- This auto-dodges only a single action. If the action was a multi-hit, all hits would be avoided.
- During the cooldown time for this jutsu, the user suffer's a -3 dodge penalty.


Crystal Eye - D Rank
Rank 1: Grants the user +1 Awareness, with a 50% Chance of treating all the user's Visibility check against others as one rank higher.
Master: Grants the user +1 Awareness, and treats all the user's Visibility check against others as one rank higher.

Special Action: While the jutsu is active, the user may spend 1.5 Ap to focus upon the eye's vision and make an awareness check against all in battle. This battle check ignores smoke bombs or other concealing effects, and may only be done once per round.

Rank 1 Cost: 240 CP to initiate, 120 CP/Rnd
Master Cost: 300 CP to initiate, 150 CP/Rnd

Notes:
- This may last up to three rounds.
- A user of this technique can only have one eye out at any one time, but it does not count as a creation jutsu.
- This eye can be targeted and destroyed at -3 Accuracy.


Cancel - 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:
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.


Energy Transfer - B Rank
Rank 1: Transfers 1200 Cp between the user and the target. This has a 21% chance of activating the 'Non Elemental' effect.
Master: Transfers 1500 Cp between the user and the target. This has a 28% chance of activating the 'Non Elemental' effect.

Special Action: The user may spend additional Ap to transfer more chakra. For every 1 Ap remaining in contact the user may choose to give/take an additional 480/600 CP.

Cost: This jutsu only costs AP.

Notes:
- If used against an enemy, a Ninjutsu check is made between them and the target upon being used, and every additional Ap spent in contact.
- The user may choose to either take chakra or give chakra from the target.
- If chakra is taken, the user regains chakra equal to half the Cp damage.
- The amount of chakra taken cannot be reduced by damage reduction.
- The limit of chakra transferred may be increased by Ninjutsu buffs.
- The 'Non-Elemental' effect increases this jutsu's limit by +10%. This does not apply to caps.


Leech Seal - B Rank
Rank 1: Places the Leech seal upon a target at -2 Accuracy. Each round the victim loses 2% of their Max Hp and Cp.
Master: Places the Leech seal upon a target at -1 Accuracy. Each round the victim loses 2.5% of their Max Hp and Cp. The user has +1 to their maintain checks.

Special Action: By sacrificing either the Hp or Cp effects of the seal, the user may increase the other by +2%.

Cost: 1200 CP to place the seal

Notes:
- Uses Melee Accuracy to scribe the seal, and a Ninjutsu check each round after the first. Lasts up to three rounds.
- Half of the HP and CP damage dealt by this technique is added to the user's HP and CP.
- Any Hp/Cp regained by the victim while this seal is active requires a Ninjutsu check against the Sealer. If the Sealer succeeds, then the amount healed is split between the victim and the sealer.
- Per-round Hp/Cp regeneration does not stack if placed upon multiple targets. However, if the targets recover Hp/Cp the user may receive the benefits.


Rasengan- B Rank
Rank 1: Creates a sphere of violent chakra that deals 2200 damage. 'Non Elemental' and 'Nature Transformation' effects have a 21% chance of activating.
Master: Creates a sphere of violent chakra that deals 2500 damage. 'Non Elemental' and 'Nature Transformation' effects have a 28% chance of activating.

Special Action - Shape Transformation: When using this Jutsu, the user may alter the control of chakra within the sphere to give one of the following effects;
- +1 Accuracy and -10% Cp cost, but deal -5% base damage. (Stacks up to two times)
- +5% Base Damage, but lower accuracy by -1 and increase Cp cost by +10%. (Stacks up to two times)
- Used with Ninjutsu Accuracy

Special Action - Nature Transformation: By sacrificing the 'Non Elemental' effect, the user may choose to add an elemental affinity to the Rasengan. The user must have the affinity of the chosen element. If an advanced element is chosen, this reduces the elemental effect's chance of activating by -14%, but allows the Rasengan to activate both base element effects simultaneously.

Rank 1 Cost: 730 CP
Master Cost: 1000 CP

Notes:
- Does not require handseals and uses melee accuracy. Both Special Actions may be used simultaneously.
- If an affinity is added to the Rasengan, it is treated as a jutsu of that element (If not, it is NE).
- The 'Non-Elemental' effect increases this jutsu's damage by +10%. This does not apply to caps.
- Only one elemental effect may affect the target per round (Unless an advanced affinity is given to the Rasengan); you cannot stack effects by spamming Rasengan with different elements. Each effect is not automatic, and has a chance of activating.

- Fire grants the 'Sear' effect. The 'Sear' effect gives the target a 10% chance of taking critical damage to the next attack to hit them. If this is not successful, then they only take +10% damage from the attack. This does not stack.
- Wind grants the 'Wind Slice' effect. The 'Wind Slice' effect causes the attack to deal +5% base damage and raise bleeding one level.
- Lightning grants 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.
- Earth grants the 'Crush' effect. The 'Crush' effect causes suppression and raises the called shot level of a single limb chosen at random.
- Water grants the 'Cascade' effect. The 'Cascade' effect suppresses the target and allows the user to immediately follow up this Jutsu with any Water Ninjutsu of their choice. This follow-up gains +2 Accuracy.[/spoilername]

[spoilername="Medical Ninjutsu"]Mystical Hand - 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 - 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
- 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 - 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 - 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.[/spoilername]


[spoilername="Lightning Ninjutsu"]Storm Bolt - 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 - 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 - D Rank
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.

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 - 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 - 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.


Chidori - B Rank
Rank 1: Creates a blade of Lightning around the user's arm, dealing 2200 damage at -2 accuracy. This has a 21% chance of activating the 'Pierce' effect.
Master: Creates a blade of Lightning around the user's arm, dealing 2750 damage at -2 accuracy. This has a 28% chance of activating the 'Pierce' effect.

Special Action - Lightning Blade: This jutsu may be 'charged' for +30% Cp. This causes this jutsu to be modded as if costing 3.5 Ap (But still costs only 2.5 Ap), and is charged during the time of the user's last action up to the use of this jutsu. The user has a -2 dodge penalty during this time, and if the user takes damage equal to 10% of the Max Hp during this time, this jutsu loses -2 accuracy and -15% base damage. This grants the user a +7% chance to activate 'Pierce' and also activates 'Impale' at that time; this will not happen if the user took 10% of their max Hp damage.

Rank 1 Cost: 870 Cp
Master Cost: 1090 Cp

Notes:

- This jutsu uses Melee Accuracy.
- The 'Pierce' effect ignores DR, and destroys barriers, and increases bleeding by 1 level. This does not effect barriers of a higher level than this Jutsu.
- The 'Impale' effect increases bleeding by one level and has a 35% chance of dealing critical damage. Additionally, this disperses clones.[/spoilername]


[spoilername="Wind Ninjutsu"]Pressure Burst - E Rank
Rank 1: The user creates a coat of wind around their palm, slamming their palm against a target. The wind bursts upon impact, dealing 270 damage and 4% chance of inflicting the 'Gaspless' effect.
Master: The user creates a coat of wind around their palm, slamming their palm against a target. The wind bursts upon impact, dealing 340 damage and 6% chance of inflicting the 'Gaspless' effect.

Special Action: This is may be thrown using Ninjutsu Accuracy by paying +10% Cp. This deals -10% base damage, though has +2 Accuracy.

Rank 1 Cost: 90 Cp
Master Cost: 110 Cp

Notes:
- Uses Melee Accuracy
- The 'Gaspless' effect inflicts suppression and causes the victim to pay +10% Ap to their next Action. This may only happen once per use.


Shredding Touch - D Rank
Rank 1: While active, all melee taijutsu attacks made by the user have a 8% chance to cause the 'Wind Slice' effect.
Master: While active, all melee taijutsu attacks made by the user have a 12% chance to cause the 'Wind Slice' effect.

Rank 1 Cost: 215 CP to initiate, 110 Cp/rnd.
Master Cost: 270 CP to initiate, 140 Cp/rnd.

Notes:
- Lasts up to three rounds.
- Damage gains 'Wind' buffs while this is active.
- The 'Wind Slice' effect causes the attack to deal +5% base damage and raise bleeding one level.


Air Bullet - D Rank
Rank 1: Blows a gust of wind doing 685 damage at +1 Accuracy. This has a 12% chance of causing the 'Gaspless' effect.
Master: Blows a gust of wind doing 810 damage at +2 Accuracy. This has a 16% chance of causing the 'Gaspless' effect.

Special Action - Gale Palm: By paying +20% Cp, this jutsu may use Melee Accuracy, which increases the 'Gaspless' chance by +8% but lowers accuracy by -2.

Special Action - Air Barrage: By paying +10% Cp, the user may divide this attack into up to 3 smaller wind blasts. 90% of the base damage is divided equally into however many bursts of bullets are created, and each is made at +2 Accuracy. Base `Gaspless` chance is increased by +4% and then divided equally.

Rank 1 Cost: 215 Cp
Master Cost: 240 Cp

Notes:
- The 'Gaspless' effect inflicts suppression and causes the victim to pay +10% Ap to their next Action. This may only happen once per use.


Wind Scythe - C Rank
Rank 1: The user slices the air, creating a wind current that deal 1485 Damage at -2 Accuracy. This has a 12% chance of inflicting the 'Wind Slice' effect.
Master: The user slices the air, creating a wind current that deal 1770 Damage at -1 Accuracy. This has a 18% chance of inflicting the 'Wind Slice' effect.

Special Action - Blade of the Wind: By paying +20% Cp, the user may focus the air current around them in a nearly invisible wind blade. This deals +10% base damage though has an additional -1 Accuracy. This may use melee or Ninjutsu accuracy.

Special Action - Divine Wind: By paying +20% Cp, the user may divide 110% of the damage into up to 5 blades of wind. Each has -2 Accuracy.

Rank 1 Cost: 540 Cp
Master Cost: 620 Cp

Notes:
- Wind Slice may only raise bleeding once per use.
- The 'Wind Slice' effect causes the attack to deal +5% base damage and raise bleeding one level.


Tempest - C Rank
Rank 1: Creates a powerful vortex around two targets, attacking them 3 times at +1 Accuracy. Each strike deals 340 damage with a 18% chance of causing the 'Uplift' effect.
Master: Creates a powerful vortex around two targets, attacking them 3 times at +2 Accuracy. Each strike deals 405 damage with a 24% chance of causing the 'Uplift' effect.

Special Action: If 'Uplift' has been caused at least twice, the user may choose to instantly follow up with a mastered Wind Ninjutsu attack up to Lvl B, to strike the target(s). This jutsu deals 80% of the base damage unless it was an AoE, in which case it may only strike these two targets. If one of the targets did not suffer the `uplift` effect twice, they are uneffected. The jutsu used with this action cost +20% Cp and full Ap.

Rank 1 Cost: 405 Cp
Master Cost: 480 Cp

Notes:
- The 'Uplift' effect lifts the target into the air and reduces their dodge by -1 for the remainder of the round, at which point they fall and take 1% Max Hp damage. This may stack up to three times, and further effects do not reset the timer


Wind Release - C Rank
Rank 1: Creates powerful gust of wind that dispels effects that obscure the fields visibility. This also may dispel maintained Lightning D Rank and Below jutsu with a contested Ninjutsu check.
Master: Creates powerful gust of wind that dispels effects that obscure the fields visibility. This also may dispel maintained Lightning/Dust/Vapor jutsu C Rank and Below jutsu with a contested Ninjutsu check.

Cost: 560 Cp, with an additional +10% Cp cost for every jutsu attempted to dispel.

Notes:
- This may be used once per round.
- Effects that obscure the field refer to things such as Smoke bombs, Hidden Mist, Sandstorm Veil, and so on. This does not effect Level A+ effects.
- Dispelling any jutsu requires a Ninjutsu check between the user and the user of the contested technique. The user has a -2 penalty against B Rank effects.
- Dispelling smoke bombs is automatic, and prevents their effects from taking place for a full round.


Gale Force - C Rank
Rank 1: Each time melee contact is made with the user, a Ninjutsu check is made. If the user succeeds this check, then the victim's action costs +15% Cp and they have a 12% chance of suffering the 'Gaspless' effect.
Master: Each time melee contact is made with the user, a Ninjutsu check is made. If the user succeeds this check, then the victim's action costs +15% Cp and they have a 16% chance of suffering the 'Gaspless' effect.

Special Action - Air Burst: While active, the user may pay the maintain cost to reflexively condense the air around them to block 30% of incoming damage from a single technique. However, this dispells the jutsu for the remainder of the round.

Rank 1 Cost: 500 Cp to initiate, 240 Cp/rnd
Master Cost: 620 Cp to initiate, 300 Cp/rnd

Note:
- Lasts up to two rounds.
- This jutsu effects those who use melee accuracy against the user or are targeted with melee accuracy by the user.
- The 'Gaspless' effect inflicts suppression and causes the victim to pay +10% Ap to their next Action. This may only happen once per use.
- Each time melee contact is made, a Ninjutsu check is made between the user and the target; if the user succeeds the enemy suffers the penalty towards their current action (If they attack the user) or their next action (If the user attacks them); this does not stack upon the same action.
- Due to the air drawn towards the user, the suffer a -2 dodge penalty to Fire Jutsu while this technique is active.

Wind Scar - B Rank
Rank 1: Creates 3 Currents of Wind. Each Current strikes 4 Times at +1 Accuracy. Each strike deals 190 damage with a 21% chance of activating the 'Wind Shred' effect.
Master: Creates 3 Currents of Wind. Each Current strikes 4 Times at +1 Accuracy. Each strike deals 235 damage with a 28% chance of activating the 'Wind Shred' effect.

Special Action: By paying +20% Cp, the user may condense the attack into a single massive blast of wind, dealing 90% of the combined damage, however bypassing Damage Reduction/Barriers.

Special Action: By paying +20% Cp, the currents may be used as a called shot. This takes on all called shot penalties, and each current has a 7%/9%/11% chance of success; this is only checked once per current. Only two may be successful.

Rank 1 Cost: 655 Cp
Master Cost: 820 Cp

Notes:
- This jutsu may be used once per round.
- Only 10 hits may effect a target.
- The 'Wind Shred' effect causes the attack to deal +5% base damage. Should at least 5 strikes activate 'Wind Shred', the victim`s bleed rank is increased.[/spoilername]


[spoilername="Offensive Taijutsu"]Uncalled For Shot - E-rank
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 - E-rank
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 - D Rank
A quick striking technique that allows the user to hit an opponent several times with high accuracy.

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 - C Rank
A long stream of attacks aimed at any number of opponents. Most often used when surrounded.

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 - B Rank
A high speed rush attack that allows the user to bombard the enemy with highly accurate and painful strikes.

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 - B Rank
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.

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.[/spoilername]


[spoilername="Buffing Taijutsu"]Charge - E Rank
A basic move that exerts extra strength in a Taijutsu.

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

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 - D Rank
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.

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 - C Rank
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.

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: 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 - C Rank
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.

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 - B Rank
An advance skill that requires extreme speed and reflex in order to strike down their foes before they can land a hit.

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.[/spoilername]

[spoilername="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.

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 - D Rank
Yes, when someone fails, you have a tendency to facepalm. However, this is your body's own reaction to your own epic failures.

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


Basic Clone Visual - D rank
A simple Clone jutsu that causes the target to see multiple copies of the user.

Rank 1: Cast at -1DC dealing 230 Damage. Causes the target to see 1 Clone of the user for a full round.
Master Rank: Cast at -1DC dealing 290 Damage. Causes the target to see 2 Clones of the user for a full round.

Notes:
- There is no awareness check for clones. The user automatically is confused by them upon being successfuly hit with this technique.
- Clones are illusionary and cannot be dispersed physically.
- If the target identifies a Clone(s), they will be re-confused at the end of the round.
- Lasts until the target is aware of the genjutsu, no longer maintained, or a Full round has passed.

Rank 1 Cost: 175 CP, 90 Cp per round
Master Rank Cost: 215 Cp, 110 CP per round


Black Out Will - C Rank
A Genjutsu that shuts down the victim's mind from completely recognizing anything, even the most simplest of things, despite witnessing it multiple times in their life.

Rank 1: Targets at +1 Difficulty. Deals 380 damage. The user may declare up to 2 Action(s) of their own to be modded as a Hidden Action against the target.
Rank 2: Targets at +1 Difficulty. Deals 475 damage. The user may declare up to 3 Action(s) of their own to be modded as a Hidden Action against the target.

Special Action: By paying +20% Chakra Cost the user may decide to declare actions that they plan to use for the next round as hidden instead.

Notes:
- The BMod will send the actual round results to all those unaffected by this technique.

Rank 1 Cost: 285Cp
Master Rank Cost: 355Cp


After-Image Visual - C Rank
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.

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 - C rank
A terrifying technique that causes the target to temporarily lose their vision by a sea of darkness.

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


Silly Fingers Kinetic - C Rank
A genjutsu that causes the fingers to act on their own. The user has absolutely no control of them, thus making it quite difficult to carry a weapon and use handseals.

Rank 1: Cast at normal DC dealing 300 Damage per round. Handseal based actions take +.25ap longer. Handseals have a 18% chance to fail.
Master: Cast at normal DC dealing 375 Damage per round. Handseals based actions take +.5ap longer. Handseals have a 21% chance to fail.

Note:
- May only cause handseals to fail once per round.
- May only be maintained for up to 3 rounds.

Rank 1 Cost: 300 CP to initiate, 150 CP to maintain
Master Cost: 375 CP to initiate, 190 CP to maintain


Phoenix Embrace Kinetic - B Rank
A Genjutsu technique that causes an intense sensation of heat within the target to the point where they feel as if their body has been scorched horribly, the slightest touches causing pain..

Rank 1: Cast at normal DC and deals 300 Illusionary damage per round. The target takes +10% damage from all sources.
Master: Cast at normal DC and deals 375 Illusionary damage per round. The target takes +15% damage from all sources.

Special Action - Fire Lacing: For +20% of Phoenix Embrace's CP Cost, may instantly follow-up an offensive Fire based technique.

Note:
- The Illusionary Damage per round can be buffed by fire damage buffs as well as Illusionary damage buffs. Damage buff cap still applies.
- The special action may only be used once per cast.

Rank 1 Cost: 480 CP to initiate, 240 CP per round to maintain
Master Cost: 600 CP to initiate, 300 CP per round to maintain[/spoilername]

[spoilername="Radiation Ninjutsu"]Radioactive Glow - C-rank
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.

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 - 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 - 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 - B Rank
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.[/spoilername]

[spoilername="Photon Ninjutsu"]Luminous Shine - C-rank
Rank 1: All actions directed at the user have a 12% chance to suffer the 'Misguided' effect.
Master: All actions directed at the user have a 15% chance to suffer the 'Misguided' effect.

Rank 1 Cost: 500 Cp, 250 Cp/Rnd
Master Cost: 620 Cp, 310 Cp/Rnd

Notes:
- Lasts up to two full rounds
- This is Chakra Armor
- The user cannot go into stealth while this effect is active.
- The 'Misguided' effect causes an action that hits to be treated lower and prevents it from auto-hitting. A full hit becomes a partial hit, a partial hit is treated one rank lower, and a Critical hit becomes a Full hit. This effect overwrites any effects that 'treat partial hits higher'.
- 'Misguided' may only be raised up to a 30% chance of activating. If the user has 40%+ Photon buffs, the cap becomes 35%.


Flashbang - C-rank
Rank 1: Creates a flash of light that inflicts the 'Dazed' effect upon the target, and gives each of their actions a 12% chance of being afflicted by 'Radiance'.
Master: Creates a flash of light that inflicts the 'Dazed' effect upon the target, and gives each of their actions a 18% chance of being afflicted by 'Radiance'.

Special Action: By paying +20% Cp, the user may lower accuracy by -3 to allow this jutsu to effect +1 Target.

Rank 1 Cost: 500 Cp
Master Cost: 620 Cp

Notes:
- This lasts a full round
- Attacks made against the victim gain +1 Critical chance during this time.
- The 'Dazed' effect causes all actions against the victim to have a 10% chance of auto-hitting, and all actions used by the victim to have a 10% chance to auto-miss. This lasts a full round.
- The 'Radiance' effect prevents the victim from choosing a specific target. This only applies if the action was not targeting themselves.


Clandestine Concealment - B-rank
Rank 1: Effects a target at +1 Accuracy. Item based actions cost +.1 Ap and have a 20% chance to fail.
Master: Effects a target at +2 Accuracy. Item based actions cost +.1 Ap and have a 25% chance to fail.

Special Action - Phantom Strike: By paying +20% Cp, the user may choose to use this jutsu to make their own equipped weapon invisible. All attacks with this weapon have a 7%/10%/14% chance of being considered a sneak attack, and disarm attempts made against it have -2 Accuracy and a 20%/25%/30% chance of failing. If used while duelwielding, the user may split this bonus between both the weapons equally.

Rank 1 Cost: 800 Cp, 400 Cp/Rnd
Master Cost: 1000 Cp, 500 Cp/Rnd

Notes:
- Last up to 2 rounds, requiring a Nin check each round.
- The 'Fail chance' of this jutsu is rolled separately from other auto-fail type effects.
- This applies to all item-based actions, such as equipping, using items, or using jutsu that involve items.
- This does not effect weapons[/spoilername]



Current Stats
Stamina: 245 / 300
Agility: 270 / 300
Ninjutsu: 210 / 300
Taijutsu: 255 / 300
Genjutsu: 160 / 300
Chakra Control: 290% / 300


Power Level: 1430


Topic: https://www.ninpocho.com/viewtopic.php?p=228851#p228851


New Stats: (+30)
Stamina: 250 (+5) / 300
Agility: 280 (+10) / 300
Ninjutsu: 215 (+5) / 300
Taijutsu: 260 (+5) / 300
Genjutsu: 165 (+5) / 300
Chakra Control: 290% / 300


Power Level: 1460

ASP: 26 (+5)
 
Re: Annals of Yaku Sara

[spoilername="Non-Element Ninjutsu"] Transformation - 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.


Body Switch - E Rank
Rank 1: The user may body switch against level E-C Jutsu.
Master: The user may body switch against level E-B Jutsu.

Special Action: The user may attempt to Body switch with an enemies clone. This requires the user to make a melee check against the clone.

Cost: Cost of Jutsu dodged +20% Cp.

Notes:
- May only be used once per round, and requires a full round of cool down before it may be used again.
- Cannot be done in the same round as any other 'Body Switch' type techniques.
- Does not require handseals and may be used reflexively.
- Cannot be used on Genjutsu, while bound, or against successful sneak attacks.
- The user must have a Kawarimi Target in their inventory or active clones on the field.
- This auto-dodges only a single action. If the action was a multi-hit, all hits would be avoided.
- During the cooldown time for this jutsu, the user suffer's a -3 dodge penalty.


Crystal Eye - D Rank
Rank 1: Grants the user +1 Awareness, with a 50% Chance of treating all the user's Visibility check against others as one rank higher.
Master: Grants the user +1 Awareness, and treats all the user's Visibility check against others as one rank higher.

Special Action: While the jutsu is active, the user may spend 1.5 Ap to focus upon the eye's vision and make an awareness check against all in battle. This battle check ignores smoke bombs or other concealing effects, and may only be done once per round.

Rank 1 Cost: 240 CP to initiate, 120 CP/Rnd
Master Cost: 300 CP to initiate, 150 CP/Rnd

Notes:
- This may last up to three rounds.
- A user of this technique can only have one eye out at any one time, but it does not count as a creation jutsu.
- This eye can be targeted and destroyed at -3 Accuracy.


Cancel - 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:
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.


Energy Transfer - B Rank
Rank 1: Transfers 1200 Cp between the user and the target. This has a 21% chance of activating the 'Non Elemental' effect.
Master: Transfers 1500 Cp between the user and the target. This has a 28% chance of activating the 'Non Elemental' effect.

Special Action: The user may spend additional Ap to transfer more chakra. For every 1 Ap remaining in contact the user may choose to give/take an additional 480/600 CP.

Cost: This jutsu only costs AP.

Notes:
- If used against an enemy, a Ninjutsu check is made between them and the target upon being used, and every additional Ap spent in contact.
- The user may choose to either take chakra or give chakra from the target.
- If chakra is taken, the user regains chakra equal to half the Cp damage.
- The amount of chakra taken cannot be reduced by damage reduction.
- The limit of chakra transferred may be increased by Ninjutsu buffs.
- The 'Non-Elemental' effect increases this jutsu's limit by +10%. This does not apply to caps.


Leech Seal - B Rank
Rank 1: Places the Leech seal upon a target at -2 Accuracy. Each round the victim loses 2% of their Max Hp and Cp.
Master: Places the Leech seal upon a target at -1 Accuracy. Each round the victim loses 2.5% of their Max Hp and Cp. The user has +1 to their maintain checks.

Special Action: By sacrificing either the Hp or Cp effects of the seal, the user may increase the other by +2%.

Cost: 1200 CP to place the seal

Notes:
- Uses Melee Accuracy to scribe the seal, and a Ninjutsu check each round after the first. Lasts up to three rounds.
- Half of the HP and CP damage dealt by this technique is added to the user's HP and CP.
- Any Hp/Cp regained by the victim while this seal is active requires a Ninjutsu check against the Sealer. If the Sealer succeeds, then the amount healed is split between the victim and the sealer.
- Per-round Hp/Cp regeneration does not stack if placed upon multiple targets. However, if the targets recover Hp/Cp the user may receive the benefits.


Rasengan- B Rank
Rank 1: Creates a sphere of violent chakra that deals 2200 damage. 'Non Elemental' and 'Nature Transformation' effects have a 21% chance of activating.
Master: Creates a sphere of violent chakra that deals 2500 damage. 'Non Elemental' and 'Nature Transformation' effects have a 28% chance of activating.

Special Action - Shape Transformation: When using this Jutsu, the user may alter the control of chakra within the sphere to give one of the following effects;
- +1 Accuracy and -10% Cp cost, but deal -5% base damage. (Stacks up to two times)
- +5% Base Damage, but lower accuracy by -1 and increase Cp cost by +10%. (Stacks up to two times)
- Used with Ninjutsu Accuracy

Special Action - Nature Transformation: By sacrificing the 'Non Elemental' effect, the user may choose to add an elemental affinity to the Rasengan. The user must have the affinity of the chosen element. If an advanced element is chosen, this reduces the elemental effect's chance of activating by -14%, but allows the Rasengan to activate both base element effects simultaneously.

Rank 1 Cost: 730 CP
Master Cost: 1000 CP

Notes:
- Does not require handseals and uses melee accuracy. Both Special Actions may be used simultaneously.
- If an affinity is added to the Rasengan, it is treated as a jutsu of that element (If not, it is NE).
- The 'Non-Elemental' effect increases this jutsu's damage by +10%. This does not apply to caps.
- Only one elemental effect may affect the target per round (Unless an advanced affinity is given to the Rasengan); you cannot stack effects by spamming Rasengan with different elements. Each effect is not automatic, and has a chance of activating.

- Fire grants the 'Sear' effect. The 'Sear' effect gives the target a 10% chance of taking critical damage to the next attack to hit them. If this is not successful, then they only take +10% damage from the attack. This does not stack.
- Wind grants the 'Wind Slice' effect. The 'Wind Slice' effect causes the attack to deal +5% base damage and raise bleeding one level.
- Lightning grants 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.
- Earth grants the 'Crush' effect. The 'Crush' effect causes suppression and raises the called shot level of a single limb chosen at random.
- Water grants the 'Cascade' effect. The 'Cascade' effect suppresses the target and allows the user to immediately follow up this Jutsu with any Water Ninjutsu of their choice. This follow-up gains +2 Accuracy.[/spoilername]

[spoilername="Medical Ninjutsu"]Mystical Hand - 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 - 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
- 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 - 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 - 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.[/spoilername]


[spoilername="Lightning Ninjutsu"]Storm Bolt - 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 - 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 - D Rank
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.

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 - 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 - 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.


Chidori - B Rank
Rank 1: Creates a blade of Lightning around the user's arm, dealing 2200 damage at -2 accuracy. This has a 21% chance of activating the 'Pierce' effect.
Master: Creates a blade of Lightning around the user's arm, dealing 2750 damage at -2 accuracy. This has a 28% chance of activating the 'Pierce' effect.

Special Action - Lightning Blade: This jutsu may be 'charged' for +30% Cp. This causes this jutsu to be modded as if costing 3.5 Ap (But still costs only 2.5 Ap), and is charged during the time of the user's last action up to the use of this jutsu. The user has a -2 dodge penalty during this time, and if the user takes damage equal to 10% of the Max Hp during this time, this jutsu loses -2 accuracy and -15% base damage. This grants the user a +7% chance to activate 'Pierce' and also activates 'Impale' at that time; this will not happen if the user took 10% of their max Hp damage.

Rank 1 Cost: 870 Cp
Master Cost: 1090 Cp

Notes:

- This jutsu uses Melee Accuracy.
- The 'Pierce' effect ignores DR, and destroys barriers, and increases bleeding by 1 level. This does not effect barriers of a higher level than this Jutsu.
- The 'Impale' effect increases bleeding by one level and has a 35% chance of dealing critical damage. Additionally, this disperses clones.[/spoilername]


[spoilername="Wind Ninjutsu"]Pressure Burst - E Rank
Rank 1: The user creates a coat of wind around their palm, slamming their palm against a target. The wind bursts upon impact, dealing 270 damage and 4% chance of inflicting the 'Gaspless' effect.
Master: The user creates a coat of wind around their palm, slamming their palm against a target. The wind bursts upon impact, dealing 340 damage and 6% chance of inflicting the 'Gaspless' effect.

Special Action: This is may be thrown using Ninjutsu Accuracy by paying +10% Cp. This deals -10% base damage, though has +2 Accuracy.

Rank 1 Cost: 90 Cp
Master Cost: 110 Cp

Notes:
- Uses Melee Accuracy
- The 'Gaspless' effect inflicts suppression and causes the victim to pay +10% Ap to their next Action. This may only happen once per use.


Shredding Touch - D Rank
Rank 1: While active, all melee taijutsu attacks made by the user have a 8% chance to cause the 'Wind Slice' effect.
Master: While active, all melee taijutsu attacks made by the user have a 12% chance to cause the 'Wind Slice' effect.

Rank 1 Cost: 215 CP to initiate, 110 Cp/rnd.
Master Cost: 270 CP to initiate, 140 Cp/rnd.

Notes:
- Lasts up to three rounds.
- Damage gains 'Wind' buffs while this is active.
- The 'Wind Slice' effect causes the attack to deal +5% base damage and raise bleeding one level.


Air Bullet - D Rank
Rank 1: Blows a gust of wind doing 685 damage at +1 Accuracy. This has a 12% chance of causing the 'Gaspless' effect.
Master: Blows a gust of wind doing 810 damage at +2 Accuracy. This has a 16% chance of causing the 'Gaspless' effect.

Special Action - Gale Palm: By paying +20% Cp, this jutsu may use Melee Accuracy, which increases the 'Gaspless' chance by +8% but lowers accuracy by -2.

Special Action - Air Barrage: By paying +10% Cp, the user may divide this attack into up to 3 smaller wind blasts. 90% of the base damage is divided equally into however many bursts of bullets are created, and each is made at +2 Accuracy. Base `Gaspless` chance is increased by +4% and then divided equally.

Rank 1 Cost: 215 Cp
Master Cost: 240 Cp

Notes:
- The 'Gaspless' effect inflicts suppression and causes the victim to pay +10% Ap to their next Action. This may only happen once per use.


Wind Scythe - C Rank
Rank 1: The user slices the air, creating a wind current that deal 1485 Damage at -2 Accuracy. This has a 12% chance of inflicting the 'Wind Slice' effect.
Master: The user slices the air, creating a wind current that deal 1770 Damage at -1 Accuracy. This has a 18% chance of inflicting the 'Wind Slice' effect.

Special Action - Blade of the Wind: By paying +20% Cp, the user may focus the air current around them in a nearly invisible wind blade. This deals +10% base damage though has an additional -1 Accuracy. This may use melee or Ninjutsu accuracy.

Special Action - Divine Wind: By paying +20% Cp, the user may divide 110% of the damage into up to 5 blades of wind. Each has -2 Accuracy.

Rank 1 Cost: 540 Cp
Master Cost: 620 Cp

Notes:
- Wind Slice may only raise bleeding once per use.
- The 'Wind Slice' effect causes the attack to deal +5% base damage and raise bleeding one level.


Tempest - C Rank
Rank 1: Creates a powerful vortex around two targets, attacking them 3 times at +1 Accuracy. Each strike deals 340 damage with a 18% chance of causing the 'Uplift' effect.
Master: Creates a powerful vortex around two targets, attacking them 3 times at +2 Accuracy. Each strike deals 405 damage with a 24% chance of causing the 'Uplift' effect.

Special Action: If 'Uplift' has been caused at least twice, the user may choose to instantly follow up with a mastered Wind Ninjutsu attack up to Lvl B, to strike the target(s). This jutsu deals 80% of the base damage unless it was an AoE, in which case it may only strike these two targets. If one of the targets did not suffer the `uplift` effect twice, they are uneffected. The jutsu used with this action cost +20% Cp and full Ap.

Rank 1 Cost: 405 Cp
Master Cost: 480 Cp

Notes:
- The 'Uplift' effect lifts the target into the air and reduces their dodge by -1 for the remainder of the round, at which point they fall and take 1% Max Hp damage. This may stack up to three times, and further effects do not reset the timer


Wind Release - C Rank
Rank 1: Creates powerful gust of wind that dispels effects that obscure the fields visibility. This also may dispel maintained Lightning D Rank and Below jutsu with a contested Ninjutsu check.
Master: Creates powerful gust of wind that dispels effects that obscure the fields visibility. This also may dispel maintained Lightning/Dust/Vapor jutsu C Rank and Below jutsu with a contested Ninjutsu check.

Cost: 560 Cp, with an additional +10% Cp cost for every jutsu attempted to dispel.

Notes:
- This may be used once per round.
- Effects that obscure the field refer to things such as Smoke bombs, Hidden Mist, Sandstorm Veil, and so on. This does not effect Level A+ effects.
- Dispelling any jutsu requires a Ninjutsu check between the user and the user of the contested technique. The user has a -2 penalty against B Rank effects.
- Dispelling smoke bombs is automatic, and prevents their effects from taking place for a full round.


Gale Force - C Rank
Rank 1: Each time melee contact is made with the user, a Ninjutsu check is made. If the user succeeds this check, then the victim's action costs +15% Cp and they have a 12% chance of suffering the 'Gaspless' effect.
Master: Each time melee contact is made with the user, a Ninjutsu check is made. If the user succeeds this check, then the victim's action costs +15% Cp and they have a 16% chance of suffering the 'Gaspless' effect.

Special Action - Air Burst: While active, the user may pay the maintain cost to reflexively condense the air around them to block 30% of incoming damage from a single technique. However, this dispells the jutsu for the remainder of the round.

Rank 1 Cost: 500 Cp to initiate, 240 Cp/rnd
Master Cost: 620 Cp to initiate, 300 Cp/rnd

Note:
- Lasts up to two rounds.
- This jutsu effects those who use melee accuracy against the user or are targeted with melee accuracy by the user.
- The 'Gaspless' effect inflicts suppression and causes the victim to pay +10% Ap to their next Action. This may only happen once per use.
- Each time melee contact is made, a Ninjutsu check is made between the user and the target; if the user succeeds the enemy suffers the penalty towards their current action (If they attack the user) or their next action (If the user attacks them); this does not stack upon the same action.
- Due to the air drawn towards the user, the suffer a -2 dodge penalty to Fire Jutsu while this technique is active.

Wind Scar - B Rank
Rank 1: Creates 3 Currents of Wind. Each Current strikes 4 Times at +1 Accuracy. Each strike deals 190 damage with a 21% chance of activating the 'Wind Shred' effect.
Master: Creates 3 Currents of Wind. Each Current strikes 4 Times at +1 Accuracy. Each strike deals 235 damage with a 28% chance of activating the 'Wind Shred' effect.

Special Action: By paying +20% Cp, the user may condense the attack into a single massive blast of wind, dealing 90% of the combined damage, however bypassing Damage Reduction/Barriers.

Special Action: By paying +20% Cp, the currents may be used as a called shot. This takes on all called shot penalties, and each current has a 7%/9%/11% chance of success; this is only checked once per current. Only two may be successful.

Rank 1 Cost: 655 Cp
Master Cost: 820 Cp

Notes:
- This jutsu may be used once per round.
- Only 10 hits may effect a target.
- The 'Wind Shred' effect causes the attack to deal +5% base damage. Should at least 5 strikes activate 'Wind Shred', the victim`s bleed rank is increased.[/spoilername]


[spoilername="Offensive Taijutsu"]Uncalled For Shot - E-rank
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 - E-rank
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 - D Rank
A quick striking technique that allows the user to hit an opponent several times with high accuracy.

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 - C Rank
A long stream of attacks aimed at any number of opponents. Most often used when surrounded.

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 - B Rank
A high speed rush attack that allows the user to bombard the enemy with highly accurate and painful strikes.

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 - B Rank
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.

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.[/spoilername]


[spoilername="Buffing Taijutsu"]Charge - E Rank
A basic move that exerts extra strength in a Taijutsu.

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

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 - D Rank
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.

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 - C Rank
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.

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: 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 - C Rank
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.

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 - B Rank
An advance skill that requires extreme speed and reflex in order to strike down their foes before they can land a hit.

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.[/spoilername]

[spoilername="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.

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 - D Rank
Yes, when someone fails, you have a tendency to facepalm. However, this is your body's own reaction to your own epic failures.

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


Basic Clone Visual - D rank
A simple Clone jutsu that causes the target to see multiple copies of the user.

Rank 1: Cast at -1DC dealing 230 Damage. Causes the target to see 1 Clone of the user for a full round.
Master Rank: Cast at -1DC dealing 290 Damage. Causes the target to see 2 Clones of the user for a full round.

Notes:
- There is no awareness check for clones. The user automatically is confused by them upon being successfuly hit with this technique.
- Clones are illusionary and cannot be dispersed physically.
- If the target identifies a Clone(s), they will be re-confused at the end of the round.
- Lasts until the target is aware of the genjutsu, no longer maintained, or a Full round has passed.

Rank 1 Cost: 175 CP, 90 Cp per round
Master Rank Cost: 215 Cp, 110 CP per round


Black Out Will - C Rank
A Genjutsu that shuts down the victim's mind from completely recognizing anything, even the most simplest of things, despite witnessing it multiple times in their life.

Rank 1: Targets at +1 Difficulty. Deals 380 damage. The user may declare up to 2 Action(s) of their own to be modded as a Hidden Action against the target.
Rank 2: Targets at +1 Difficulty. Deals 475 damage. The user may declare up to 3 Action(s) of their own to be modded as a Hidden Action against the target.

Special Action: By paying +20% Chakra Cost the user may decide to declare actions that they plan to use for the next round as hidden instead.

Notes:
- The BMod will send the actual round results to all those unaffected by this technique.

Rank 1 Cost: 285Cp
Master Rank Cost: 355Cp


After-Image Visual - C Rank
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.

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 - C rank
A terrifying technique that causes the target to temporarily lose their vision by a sea of darkness.

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


Silly Fingers Kinetic - C Rank
A genjutsu that causes the fingers to act on their own. The user has absolutely no control of them, thus making it quite difficult to carry a weapon and use handseals.

Rank 1: Cast at normal DC dealing 300 Damage per round. Handseal based actions take +.25ap longer. Handseals have a 18% chance to fail.
Master: Cast at normal DC dealing 375 Damage per round. Handseals based actions take +.5ap longer. Handseals have a 21% chance to fail.

Note:
- May only cause handseals to fail once per round.
- May only be maintained for up to 3 rounds.

Rank 1 Cost: 300 CP to initiate, 150 CP to maintain
Master Cost: 375 CP to initiate, 190 CP to maintain


Phoenix Embrace Kinetic - B Rank
A Genjutsu technique that causes an intense sensation of heat within the target to the point where they feel as if their body has been scorched horribly, the slightest touches causing pain..

Rank 1: Cast at normal DC and deals 300 Illusionary damage per round. The target takes +10% damage from all sources.
Master: Cast at normal DC and deals 375 Illusionary damage per round. The target takes +15% damage from all sources.

Special Action - Fire Lacing: For +20% of Phoenix Embrace's CP Cost, may instantly follow-up an offensive Fire based technique.

Note:
- The Illusionary Damage per round can be buffed by fire damage buffs as well as Illusionary damage buffs. Damage buff cap still applies.
- The special action may only be used once per cast.

Rank 1 Cost: 480 CP to initiate, 240 CP per round to maintain
Master Cost: 600 CP to initiate, 300 CP per round to maintain[/spoilername]

[spoilername="Radiation Ninjutsu"]Radioactive Glow - C-rank
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.

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 - 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 - 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 - B Rank
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.[/spoilername]

[spoilername="Photon Ninjutsu"]Luminous Shine - C-rank
Rank 1: All actions directed at the user have a 12% chance to suffer the 'Misguided' effect.
Master: All actions directed at the user have a 15% chance to suffer the 'Misguided' effect.

Rank 1 Cost: 500 Cp, 250 Cp/Rnd
Master Cost: 620 Cp, 310 Cp/Rnd

Notes:
- Lasts up to two full rounds
- This is Chakra Armor
- The user cannot go into stealth while this effect is active.
- The 'Misguided' effect causes an action that hits to be treated lower and prevents it from auto-hitting. A full hit becomes a partial hit, a partial hit is treated one rank lower, and a Critical hit becomes a Full hit. This effect overwrites any effects that 'treat partial hits higher'.
- 'Misguided' may only be raised up to a 30% chance of activating. If the user has 40%+ Photon buffs, the cap becomes 35%.


Flashbang - C-rank
Rank 1: Creates a flash of light that inflicts the 'Dazed' effect upon the target, and gives each of their actions a 12% chance of being afflicted by 'Radiance'.
Master: Creates a flash of light that inflicts the 'Dazed' effect upon the target, and gives each of their actions a 18% chance of being afflicted by 'Radiance'.

Special Action: By paying +20% Cp, the user may lower accuracy by -3 to allow this jutsu to effect +1 Target.

Rank 1 Cost: 500 Cp
Master Cost: 620 Cp

Notes:
- This lasts a full round
- Attacks made against the victim gain +1 Critical chance during this time.
- The 'Dazed' effect causes all actions against the victim to have a 10% chance of auto-hitting, and all actions used by the victim to have a 10% chance to auto-miss. This lasts a full round.
- The 'Radiance' effect prevents the victim from choosing a specific target. This only applies if the action was not targeting themselves.


Clandestine Concealment - B-rank
Rank 1: Effects a target at +1 Accuracy. Item based actions cost +.1 Ap and have a 20% chance to fail.
Master: Effects a target at +2 Accuracy. Item based actions cost +.1 Ap and have a 25% chance to fail.

Special Action - Phantom Strike: By paying +20% Cp, the user may choose to use this jutsu to make their own equipped weapon invisible. All attacks with this weapon have a 7%/10%/14% chance of being considered a sneak attack, and disarm attempts made against it have -2 Accuracy and a 20%/25%/30% chance of failing. If used while duelwielding, the user may split this bonus between both the weapons equally.

Rank 1 Cost: 800 Cp, 400 Cp/Rnd
Master Cost: 1000 Cp, 500 Cp/Rnd

Notes:
- Last up to 2 rounds, requiring a Nin check each round.
- The 'Fail chance' of this jutsu is rolled separately from other auto-fail type effects.
- This applies to all item-based actions, such as equipping, using items, or using jutsu that involve items.
- This does not effect weapons[/spoilername]



Current Stats
Stamina: 245 / 300
Agility: 270 / 300
Ninjutsu: 210 / 300
Taijutsu: 255 / 300
Genjutsu: 160 / 300
Chakra Control: 290% / 300


Power Level: 1430


Topic: https://www.ninpocho.com/viewtopic.php?p=229003#p229003


New Stats: (+30)
Stamina: 255 (+5) / 300
Agility: 285 (+5) / 300
Ninjutsu: 220 (+5) / 300
Taijutsu: 270 (+10) / 300
Genjutsu: 170 (+5) / 300
Chakra Control: 290% / 300


Power Level: 1490

ASP: 31 (+5)
 
Re: Annals of Yaku Sara

[spoilername="Non-Element Ninjutsu"] Transformation - 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.


Body Switch - E Rank
Rank 1: The user may body switch against level E-C Jutsu.
Master: The user may body switch against level E-B Jutsu.

Special Action: The user may attempt to Body switch with an enemies clone. This requires the user to make a melee check against the clone.

Cost: Cost of Jutsu dodged +20% Cp.

Notes:
- May only be used once per round, and requires a full round of cool down before it may be used again.
- Cannot be done in the same round as any other 'Body Switch' type techniques.
- Does not require handseals and may be used reflexively.
- Cannot be used on Genjutsu, while bound, or against successful sneak attacks.
- The user must have a Kawarimi Target in their inventory or active clones on the field.
- This auto-dodges only a single action. If the action was a multi-hit, all hits would be avoided.
- During the cooldown time for this jutsu, the user suffer's a -3 dodge penalty.


Crystal Eye - D Rank
Rank 1: Grants the user +1 Awareness, with a 50% Chance of treating all the user's Visibility check against others as one rank higher.
Master: Grants the user +1 Awareness, and treats all the user's Visibility check against others as one rank higher.

Special Action: While the jutsu is active, the user may spend 1.5 Ap to focus upon the eye's vision and make an awareness check against all in battle. This battle check ignores smoke bombs or other concealing effects, and may only be done once per round.

Rank 1 Cost: 240 CP to initiate, 120 CP/Rnd
Master Cost: 300 CP to initiate, 150 CP/Rnd

Notes:
- This may last up to three rounds.
- A user of this technique can only have one eye out at any one time, but it does not count as a creation jutsu.
- This eye can be targeted and destroyed at -3 Accuracy.


Cancel - 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:
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.


Energy Transfer - B Rank
Rank 1: Transfers 1200 Cp between the user and the target. This has a 21% chance of activating the 'Non Elemental' effect.
Master: Transfers 1500 Cp between the user and the target. This has a 28% chance of activating the 'Non Elemental' effect.

Special Action: The user may spend additional Ap to transfer more chakra. For every 1 Ap remaining in contact the user may choose to give/take an additional 480/600 CP.

Cost: This jutsu only costs AP.

Notes:
- If used against an enemy, a Ninjutsu check is made between them and the target upon being used, and every additional Ap spent in contact.
- The user may choose to either take chakra or give chakra from the target.
- If chakra is taken, the user regains chakra equal to half the Cp damage.
- The amount of chakra taken cannot be reduced by damage reduction.
- The limit of chakra transferred may be increased by Ninjutsu buffs.
- The 'Non-Elemental' effect increases this jutsu's limit by +10%. This does not apply to caps.


Leech Seal - B Rank
Rank 1: Places the Leech seal upon a target at -2 Accuracy. Each round the victim loses 2% of their Max Hp and Cp.
Master: Places the Leech seal upon a target at -1 Accuracy. Each round the victim loses 2.5% of their Max Hp and Cp. The user has +1 to their maintain checks.

Special Action: By sacrificing either the Hp or Cp effects of the seal, the user may increase the other by +2%.

Cost: 1200 CP to place the seal

Notes:
- Uses Melee Accuracy to scribe the seal, and a Ninjutsu check each round after the first. Lasts up to three rounds.
- Half of the HP and CP damage dealt by this technique is added to the user's HP and CP.
- Any Hp/Cp regained by the victim while this seal is active requires a Ninjutsu check against the Sealer. If the Sealer succeeds, then the amount healed is split between the victim and the sealer.
- Per-round Hp/Cp regeneration does not stack if placed upon multiple targets. However, if the targets recover Hp/Cp the user may receive the benefits.


Rasengan- B Rank
Rank 1: Creates a sphere of violent chakra that deals 2200 damage. 'Non Elemental' and 'Nature Transformation' effects have a 21% chance of activating.
Master: Creates a sphere of violent chakra that deals 2500 damage. 'Non Elemental' and 'Nature Transformation' effects have a 28% chance of activating.

Special Action - Shape Transformation: When using this Jutsu, the user may alter the control of chakra within the sphere to give one of the following effects;
- +1 Accuracy and -10% Cp cost, but deal -5% base damage. (Stacks up to two times)
- +5% Base Damage, but lower accuracy by -1 and increase Cp cost by +10%. (Stacks up to two times)
- Used with Ninjutsu Accuracy

Special Action - Nature Transformation: By sacrificing the 'Non Elemental' effect, the user may choose to add an elemental affinity to the Rasengan. The user must have the affinity of the chosen element. If an advanced element is chosen, this reduces the elemental effect's chance of activating by -14%, but allows the Rasengan to activate both base element effects simultaneously.

Rank 1 Cost: 730 CP
Master Cost: 1000 CP

Notes:
- Does not require handseals and uses melee accuracy. Both Special Actions may be used simultaneously.
- If an affinity is added to the Rasengan, it is treated as a jutsu of that element (If not, it is NE).
- The 'Non-Elemental' effect increases this jutsu's damage by +10%. This does not apply to caps.
- Only one elemental effect may affect the target per round (Unless an advanced affinity is given to the Rasengan); you cannot stack effects by spamming Rasengan with different elements. Each effect is not automatic, and has a chance of activating.

- Fire grants the 'Sear' effect. The 'Sear' effect gives the target a 10% chance of taking critical damage to the next attack to hit them. If this is not successful, then they only take +10% damage from the attack. This does not stack.
- Wind grants the 'Wind Slice' effect. The 'Wind Slice' effect causes the attack to deal +5% base damage and raise bleeding one level.
- Lightning grants 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.
- Earth grants the 'Crush' effect. The 'Crush' effect causes suppression and raises the called shot level of a single limb chosen at random.
- Water grants the 'Cascade' effect. The 'Cascade' effect suppresses the target and allows the user to immediately follow up this Jutsu with any Water Ninjutsu of their choice. This follow-up gains +2 Accuracy.[/spoilername]

[spoilername="Medical Ninjutsu"]Mystical Hand - 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 - 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
- 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 - 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 - 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.[/spoilername]


[spoilername="Lightning Ninjutsu"]Storm Bolt - 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 - 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 - D Rank
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.

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 - 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 - 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.


Chidori - B Rank
Rank 1: Creates a blade of Lightning around the user's arm, dealing 2200 damage at -2 accuracy. This has a 21% chance of activating the 'Pierce' effect.
Master: Creates a blade of Lightning around the user's arm, dealing 2750 damage at -2 accuracy. This has a 28% chance of activating the 'Pierce' effect.

Special Action - Lightning Blade: This jutsu may be 'charged' for +30% Cp. This causes this jutsu to be modded as if costing 3.5 Ap (But still costs only 2.5 Ap), and is charged during the time of the user's last action up to the use of this jutsu. The user has a -2 dodge penalty during this time, and if the user takes damage equal to 10% of the Max Hp during this time, this jutsu loses -2 accuracy and -15% base damage. This grants the user a +7% chance to activate 'Pierce' and also activates 'Impale' at that time; this will not happen if the user took 10% of their max Hp damage.

Rank 1 Cost: 870 Cp
Master Cost: 1090 Cp

Notes:

- This jutsu uses Melee Accuracy.
- The 'Pierce' effect ignores DR, and destroys barriers, and increases bleeding by 1 level. This does not effect barriers of a higher level than this Jutsu.
- The 'Impale' effect increases bleeding by one level and has a 35% chance of dealing critical damage. Additionally, this disperses clones.[/spoilername]


[spoilername="Wind Ninjutsu"]Pressure Burst - E Rank
Rank 1: The user creates a coat of wind around their palm, slamming their palm against a target. The wind bursts upon impact, dealing 270 damage and 4% chance of inflicting the 'Gaspless' effect.
Master: The user creates a coat of wind around their palm, slamming their palm against a target. The wind bursts upon impact, dealing 340 damage and 6% chance of inflicting the 'Gaspless' effect.

Special Action: This is may be thrown using Ninjutsu Accuracy by paying +10% Cp. This deals -10% base damage, though has +2 Accuracy.

Rank 1 Cost: 90 Cp
Master Cost: 110 Cp

Notes:
- Uses Melee Accuracy
- The 'Gaspless' effect inflicts suppression and causes the victim to pay +10% Ap to their next Action. This may only happen once per use.


Shredding Touch - D Rank
Rank 1: While active, all melee taijutsu attacks made by the user have a 8% chance to cause the 'Wind Slice' effect.
Master: While active, all melee taijutsu attacks made by the user have a 12% chance to cause the 'Wind Slice' effect.

Rank 1 Cost: 215 CP to initiate, 110 Cp/rnd.
Master Cost: 270 CP to initiate, 140 Cp/rnd.

Notes:
- Lasts up to three rounds.
- Damage gains 'Wind' buffs while this is active.
- The 'Wind Slice' effect causes the attack to deal +5% base damage and raise bleeding one level.


Air Bullet - D Rank
Rank 1: Blows a gust of wind doing 685 damage at +1 Accuracy. This has a 12% chance of causing the 'Gaspless' effect.
Master: Blows a gust of wind doing 810 damage at +2 Accuracy. This has a 16% chance of causing the 'Gaspless' effect.

Special Action - Gale Palm: By paying +20% Cp, this jutsu may use Melee Accuracy, which increases the 'Gaspless' chance by +8% but lowers accuracy by -2.

Special Action - Air Barrage: By paying +10% Cp, the user may divide this attack into up to 3 smaller wind blasts. 90% of the base damage is divided equally into however many bursts of bullets are created, and each is made at +2 Accuracy. Base `Gaspless` chance is increased by +4% and then divided equally.

Rank 1 Cost: 215 Cp
Master Cost: 240 Cp

Notes:
- The 'Gaspless' effect inflicts suppression and causes the victim to pay +10% Ap to their next Action. This may only happen once per use.


Wind Scythe - C Rank
Rank 1: The user slices the air, creating a wind current that deal 1485 Damage at -2 Accuracy. This has a 12% chance of inflicting the 'Wind Slice' effect.
Master: The user slices the air, creating a wind current that deal 1770 Damage at -1 Accuracy. This has a 18% chance of inflicting the 'Wind Slice' effect.

Special Action - Blade of the Wind: By paying +20% Cp, the user may focus the air current around them in a nearly invisible wind blade. This deals +10% base damage though has an additional -1 Accuracy. This may use melee or Ninjutsu accuracy.

Special Action - Divine Wind: By paying +20% Cp, the user may divide 110% of the damage into up to 5 blades of wind. Each has -2 Accuracy.

Rank 1 Cost: 540 Cp
Master Cost: 620 Cp

Notes:
- Wind Slice may only raise bleeding once per use.
- The 'Wind Slice' effect causes the attack to deal +5% base damage and raise bleeding one level.


Tempest - C Rank
Rank 1: Creates a powerful vortex around two targets, attacking them 3 times at +1 Accuracy. Each strike deals 340 damage with a 18% chance of causing the 'Uplift' effect.
Master: Creates a powerful vortex around two targets, attacking them 3 times at +2 Accuracy. Each strike deals 405 damage with a 24% chance of causing the 'Uplift' effect.

Special Action: If 'Uplift' has been caused at least twice, the user may choose to instantly follow up with a mastered Wind Ninjutsu attack up to Lvl B, to strike the target(s). This jutsu deals 80% of the base damage unless it was an AoE, in which case it may only strike these two targets. If one of the targets did not suffer the `uplift` effect twice, they are uneffected. The jutsu used with this action cost +20% Cp and full Ap.

Rank 1 Cost: 405 Cp
Master Cost: 480 Cp

Notes:
- The 'Uplift' effect lifts the target into the air and reduces their dodge by -1 for the remainder of the round, at which point they fall and take 1% Max Hp damage. This may stack up to three times, and further effects do not reset the timer


Wind Release - C Rank
Rank 1: Creates powerful gust of wind that dispels effects that obscure the fields visibility. This also may dispel maintained Lightning D Rank and Below jutsu with a contested Ninjutsu check.
Master: Creates powerful gust of wind that dispels effects that obscure the fields visibility. This also may dispel maintained Lightning/Dust/Vapor jutsu C Rank and Below jutsu with a contested Ninjutsu check.

Cost: 560 Cp, with an additional +10% Cp cost for every jutsu attempted to dispel.

Notes:
- This may be used once per round.
- Effects that obscure the field refer to things such as Smoke bombs, Hidden Mist, Sandstorm Veil, and so on. This does not effect Level A+ effects.
- Dispelling any jutsu requires a Ninjutsu check between the user and the user of the contested technique. The user has a -2 penalty against B Rank effects.
- Dispelling smoke bombs is automatic, and prevents their effects from taking place for a full round.


Gale Force - C Rank
Rank 1: Each time melee contact is made with the user, a Ninjutsu check is made. If the user succeeds this check, then the victim's action costs +15% Cp and they have a 12% chance of suffering the 'Gaspless' effect.
Master: Each time melee contact is made with the user, a Ninjutsu check is made. If the user succeeds this check, then the victim's action costs +15% Cp and they have a 16% chance of suffering the 'Gaspless' effect.

Special Action - Air Burst: While active, the user may pay the maintain cost to reflexively condense the air around them to block 30% of incoming damage from a single technique. However, this dispells the jutsu for the remainder of the round.

Rank 1 Cost: 500 Cp to initiate, 240 Cp/rnd
Master Cost: 620 Cp to initiate, 300 Cp/rnd

Note:
- Lasts up to two rounds.
- This jutsu effects those who use melee accuracy against the user or are targeted with melee accuracy by the user.
- The 'Gaspless' effect inflicts suppression and causes the victim to pay +10% Ap to their next Action. This may only happen once per use.
- Each time melee contact is made, a Ninjutsu check is made between the user and the target; if the user succeeds the enemy suffers the penalty towards their current action (If they attack the user) or their next action (If the user attacks them); this does not stack upon the same action.
- Due to the air drawn towards the user, the suffer a -2 dodge penalty to Fire Jutsu while this technique is active.

Wind Scar - B Rank
Rank 1: Creates 3 Currents of Wind. Each Current strikes 4 Times at +1 Accuracy. Each strike deals 190 damage with a 21% chance of activating the 'Wind Shred' effect.
Master: Creates 3 Currents of Wind. Each Current strikes 4 Times at +1 Accuracy. Each strike deals 235 damage with a 28% chance of activating the 'Wind Shred' effect.

Special Action: By paying +20% Cp, the user may condense the attack into a single massive blast of wind, dealing 90% of the combined damage, however bypassing Damage Reduction/Barriers.

Special Action: By paying +20% Cp, the currents may be used as a called shot. This takes on all called shot penalties, and each current has a 7%/9%/11% chance of success; this is only checked once per current. Only two may be successful.

Rank 1 Cost: 655 Cp
Master Cost: 820 Cp

Notes:
- This jutsu may be used once per round.
- Only 10 hits may effect a target.
- The 'Wind Shred' effect causes the attack to deal +5% base damage. Should at least 5 strikes activate 'Wind Shred', the victim`s bleed rank is increased.[/spoilername]


[spoilername="Offensive Taijutsu"]Uncalled For Shot - E-rank
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 - E-rank
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 - D Rank
A quick striking technique that allows the user to hit an opponent several times with high accuracy.

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 - C Rank
A long stream of attacks aimed at any number of opponents. Most often used when surrounded.

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 - B Rank
A high speed rush attack that allows the user to bombard the enemy with highly accurate and painful strikes.

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 - B Rank
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.

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.[/spoilername]


[spoilername="Buffing Taijutsu"]Charge - E Rank
A basic move that exerts extra strength in a Taijutsu.

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

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 - D Rank
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.

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 - C Rank
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.

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: 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 - C Rank
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.

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 - B Rank
An advance skill that requires extreme speed and reflex in order to strike down their foes before they can land a hit.

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.[/spoilername]

[spoilername="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.

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 - D Rank
Yes, when someone fails, you have a tendency to facepalm. However, this is your body's own reaction to your own epic failures.

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


Basic Clone Visual - D rank
A simple Clone jutsu that causes the target to see multiple copies of the user.

Rank 1: Cast at -1DC dealing 230 Damage. Causes the target to see 1 Clone of the user for a full round.
Master Rank: Cast at -1DC dealing 290 Damage. Causes the target to see 2 Clones of the user for a full round.

Notes:
- There is no awareness check for clones. The user automatically is confused by them upon being successfuly hit with this technique.
- Clones are illusionary and cannot be dispersed physically.
- If the target identifies a Clone(s), they will be re-confused at the end of the round.
- Lasts until the target is aware of the genjutsu, no longer maintained, or a Full round has passed.

Rank 1 Cost: 175 CP, 90 Cp per round
Master Rank Cost: 215 Cp, 110 CP per round


Black Out Will - C Rank
A Genjutsu that shuts down the victim's mind from completely recognizing anything, even the most simplest of things, despite witnessing it multiple times in their life.

Rank 1: Targets at +1 Difficulty. Deals 380 damage. The user may declare up to 2 Action(s) of their own to be modded as a Hidden Action against the target.
Rank 2: Targets at +1 Difficulty. Deals 475 damage. The user may declare up to 3 Action(s) of their own to be modded as a Hidden Action against the target.

Special Action: By paying +20% Chakra Cost the user may decide to declare actions that they plan to use for the next round as hidden instead.

Notes:
- The BMod will send the actual round results to all those unaffected by this technique.

Rank 1 Cost: 285Cp
Master Rank Cost: 355Cp


After-Image Visual - C Rank
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.

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 - C rank
A terrifying technique that causes the target to temporarily lose their vision by a sea of darkness.

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


Silly Fingers Kinetic - C Rank
A genjutsu that causes the fingers to act on their own. The user has absolutely no control of them, thus making it quite difficult to carry a weapon and use handseals.

Rank 1: Cast at normal DC dealing 300 Damage per round. Handseal based actions take +.25ap longer. Handseals have a 18% chance to fail.
Master: Cast at normal DC dealing 375 Damage per round. Handseals based actions take +.5ap longer. Handseals have a 21% chance to fail.

Note:
- May only cause handseals to fail once per round.
- May only be maintained for up to 3 rounds.

Rank 1 Cost: 300 CP to initiate, 150 CP to maintain
Master Cost: 375 CP to initiate, 190 CP to maintain


Phoenix Embrace Kinetic - B Rank
A Genjutsu technique that causes an intense sensation of heat within the target to the point where they feel as if their body has been scorched horribly, the slightest touches causing pain..

Rank 1: Cast at normal DC and deals 300 Illusionary damage per round. The target takes +10% damage from all sources.
Master: Cast at normal DC and deals 375 Illusionary damage per round. The target takes +15% damage from all sources.

Special Action - Fire Lacing: For +20% of Phoenix Embrace's CP Cost, may instantly follow-up an offensive Fire based technique.

Note:
- The Illusionary Damage per round can be buffed by fire damage buffs as well as Illusionary damage buffs. Damage buff cap still applies.
- The special action may only be used once per cast.

Rank 1 Cost: 480 CP to initiate, 240 CP per round to maintain
Master Cost: 600 CP to initiate, 300 CP per round to maintain[/spoilername]

[spoilername="Radiation Ninjutsu"]Radioactive Glow - C-rank
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.

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 - 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 - 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 - B Rank
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.[/spoilername]

[spoilername="Photon Ninjutsu"]Luminous Shine - C-rank
Rank 1: All actions directed at the user have a 12% chance to suffer the 'Misguided' effect.
Master: All actions directed at the user have a 15% chance to suffer the 'Misguided' effect.

Rank 1 Cost: 500 Cp, 250 Cp/Rnd
Master Cost: 620 Cp, 310 Cp/Rnd

Notes:
- Lasts up to two full rounds
- This is Chakra Armor
- The user cannot go into stealth while this effect is active.
- The 'Misguided' effect causes an action that hits to be treated lower and prevents it from auto-hitting. A full hit becomes a partial hit, a partial hit is treated one rank lower, and a Critical hit becomes a Full hit. This effect overwrites any effects that 'treat partial hits higher'.
- 'Misguided' may only be raised up to a 30% chance of activating. If the user has 40%+ Photon buffs, the cap becomes 35%.


Flashbang - C-rank
Rank 1: Creates a flash of light that inflicts the 'Dazed' effect upon the target, and gives each of their actions a 12% chance of being afflicted by 'Radiance'.
Master: Creates a flash of light that inflicts the 'Dazed' effect upon the target, and gives each of their actions a 18% chance of being afflicted by 'Radiance'.

Special Action: By paying +20% Cp, the user may lower accuracy by -3 to allow this jutsu to effect +1 Target.

Rank 1 Cost: 500 Cp
Master Cost: 620 Cp

Notes:
- This lasts a full round
- Attacks made against the victim gain +1 Critical chance during this time.
- The 'Dazed' effect causes all actions against the victim to have a 10% chance of auto-hitting, and all actions used by the victim to have a 10% chance to auto-miss. This lasts a full round.
- The 'Radiance' effect prevents the victim from choosing a specific target. This only applies if the action was not targeting themselves.


Clandestine Concealment - B-rank
Rank 1: Effects a target at +1 Accuracy. Item based actions cost +.1 Ap and have a 20% chance to fail.
Master: Effects a target at +2 Accuracy. Item based actions cost +.1 Ap and have a 25% chance to fail.

Special Action - Phantom Strike: By paying +20% Cp, the user may choose to use this jutsu to make their own equipped weapon invisible. All attacks with this weapon have a 7%/10%/14% chance of being considered a sneak attack, and disarm attempts made against it have -2 Accuracy and a 20%/25%/30% chance of failing. If used while duelwielding, the user may split this bonus between both the weapons equally.

Rank 1 Cost: 800 Cp, 400 Cp/Rnd
Master Cost: 1000 Cp, 500 Cp/Rnd

Notes:
- Last up to 2 rounds, requiring a Nin check each round.
- The 'Fail chance' of this jutsu is rolled separately from other auto-fail type effects.
- This applies to all item-based actions, such as equipping, using items, or using jutsu that involve items.
- This does not effect weapons[/spoilername]



Current Stats
Stamina: 255 / 300
Agility: 285 / 300
Ninjutsu: 220 / 300
Taijutsu: 270 / 300
Genjutsu: 170 / 300
Chakra Control: 290% / 300


Power Level: 1490


Topic: https://www.ninpocho.com/viewtopic.php?p=229510#p229510


New Stats: (+30)
Stamina: 260 (+5) / 300
Agility: 290 (+5) / 300
Ninjutsu: 225 (+5) / 300
Taijutsu: 280 (+10) / 300
Genjutsu: 175 (+5) / 300
Chakra Control: 290% / 300


Power Level: 1520

ASP: 36 (+5)
 
Re: Annals of Yaku Sara

[spoilername="Non-Element Ninjutsu"] Transformation - 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.


Body Switch - E Rank
Rank 1: The user may body switch against level E-C Jutsu.
Master: The user may body switch against level E-B Jutsu.

Special Action: The user may attempt to Body switch with an enemies clone. This requires the user to make a melee check against the clone.

Cost: Cost of Jutsu dodged +20% Cp.

Notes:
- May only be used once per round, and requires a full round of cool down before it may be used again.
- Cannot be done in the same round as any other 'Body Switch' type techniques.
- Does not require handseals and may be used reflexively.
- Cannot be used on Genjutsu, while bound, or against successful sneak attacks.
- The user must have a Kawarimi Target in their inventory or active clones on the field.
- This auto-dodges only a single action. If the action was a multi-hit, all hits would be avoided.
- During the cooldown time for this jutsu, the user suffer's a -3 dodge penalty.


Crystal Eye - D Rank
Rank 1: Grants the user +1 Awareness, with a 50% Chance of treating all the user's Visibility check against others as one rank higher.
Master: Grants the user +1 Awareness, and treats all the user's Visibility check against others as one rank higher.

Special Action: While the jutsu is active, the user may spend 1.5 Ap to focus upon the eye's vision and make an awareness check against all in battle. This battle check ignores smoke bombs or other concealing effects, and may only be done once per round.

Rank 1 Cost: 240 CP to initiate, 120 CP/Rnd
Master Cost: 300 CP to initiate, 150 CP/Rnd

Notes:
- This may last up to three rounds.
- A user of this technique can only have one eye out at any one time, but it does not count as a creation jutsu.
- This eye can be targeted and destroyed at -3 Accuracy.


Cancel - 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:
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.


Energy Transfer - B Rank
Rank 1: Transfers 1200 Cp between the user and the target. This has a 21% chance of activating the 'Non Elemental' effect.
Master: Transfers 1500 Cp between the user and the target. This has a 28% chance of activating the 'Non Elemental' effect.

Special Action: The user may spend additional Ap to transfer more chakra. For every 1 Ap remaining in contact the user may choose to give/take an additional 480/600 CP.

Cost: This jutsu only costs AP.

Notes:
- If used against an enemy, a Ninjutsu check is made between them and the target upon being used, and every additional Ap spent in contact.
- The user may choose to either take chakra or give chakra from the target.
- If chakra is taken, the user regains chakra equal to half the Cp damage.
- The amount of chakra taken cannot be reduced by damage reduction.
- The limit of chakra transferred may be increased by Ninjutsu buffs.
- The 'Non-Elemental' effect increases this jutsu's limit by +10%. This does not apply to caps.


Leech Seal - B Rank
Rank 1: Places the Leech seal upon a target at -2 Accuracy. Each round the victim loses 2% of their Max Hp and Cp.
Master: Places the Leech seal upon a target at -1 Accuracy. Each round the victim loses 2.5% of their Max Hp and Cp. The user has +1 to their maintain checks.

Special Action: By sacrificing either the Hp or Cp effects of the seal, the user may increase the other by +2%.

Cost: 1200 CP to place the seal

Notes:
- Uses Melee Accuracy to scribe the seal, and a Ninjutsu check each round after the first. Lasts up to three rounds.
- Half of the HP and CP damage dealt by this technique is added to the user's HP and CP.
- Any Hp/Cp regained by the victim while this seal is active requires a Ninjutsu check against the Sealer. If the Sealer succeeds, then the amount healed is split between the victim and the sealer.
- Per-round Hp/Cp regeneration does not stack if placed upon multiple targets. However, if the targets recover Hp/Cp the user may receive the benefits.


Rasengan- B Rank
Rank 1: Creates a sphere of violent chakra that deals 2200 damage. 'Non Elemental' and 'Nature Transformation' effects have a 21% chance of activating.
Master: Creates a sphere of violent chakra that deals 2500 damage. 'Non Elemental' and 'Nature Transformation' effects have a 28% chance of activating.

Special Action - Shape Transformation: When using this Jutsu, the user may alter the control of chakra within the sphere to give one of the following effects;
- +1 Accuracy and -10% Cp cost, but deal -5% base damage. (Stacks up to two times)
- +5% Base Damage, but lower accuracy by -1 and increase Cp cost by +10%. (Stacks up to two times)
- Used with Ninjutsu Accuracy

Special Action - Nature Transformation: By sacrificing the 'Non Elemental' effect, the user may choose to add an elemental affinity to the Rasengan. The user must have the affinity of the chosen element. If an advanced element is chosen, this reduces the elemental effect's chance of activating by -14%, but allows the Rasengan to activate both base element effects simultaneously.

Rank 1 Cost: 730 CP
Master Cost: 1000 CP

Notes:
- Does not require handseals and uses melee accuracy. Both Special Actions may be used simultaneously.
- If an affinity is added to the Rasengan, it is treated as a jutsu of that element (If not, it is NE).
- The 'Non-Elemental' effect increases this jutsu's damage by +10%. This does not apply to caps.
- Only one elemental effect may affect the target per round (Unless an advanced affinity is given to the Rasengan); you cannot stack effects by spamming Rasengan with different elements. Each effect is not automatic, and has a chance of activating.

- Fire grants the 'Sear' effect. The 'Sear' effect gives the target a 10% chance of taking critical damage to the next attack to hit them. If this is not successful, then they only take +10% damage from the attack. This does not stack.
- Wind grants the 'Wind Slice' effect. The 'Wind Slice' effect causes the attack to deal +5% base damage and raise bleeding one level.
- Lightning grants 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.
- Earth grants the 'Crush' effect. The 'Crush' effect causes suppression and raises the called shot level of a single limb chosen at random.
- Water grants the 'Cascade' effect. The 'Cascade' effect suppresses the target and allows the user to immediately follow up this Jutsu with any Water Ninjutsu of their choice. This follow-up gains +2 Accuracy.[/spoilername]

[spoilername="Medical Ninjutsu"]Mystical Hand - 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 - 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
- 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 - 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 - 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.[/spoilername]


[spoilername="Lightning Ninjutsu"]Storm Bolt - 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 - 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 - D Rank
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.

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 - 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 - 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.


Chidori - B Rank
Rank 1: Creates a blade of Lightning around the user's arm, dealing 2200 damage at -2 accuracy. This has a 21% chance of activating the 'Pierce' effect.
Master: Creates a blade of Lightning around the user's arm, dealing 2750 damage at -2 accuracy. This has a 28% chance of activating the 'Pierce' effect.

Special Action - Lightning Blade: This jutsu may be 'charged' for +30% Cp. This causes this jutsu to be modded as if costing 3.5 Ap (But still costs only 2.5 Ap), and is charged during the time of the user's last action up to the use of this jutsu. The user has a -2 dodge penalty during this time, and if the user takes damage equal to 10% of the Max Hp during this time, this jutsu loses -2 accuracy and -15% base damage. This grants the user a +7% chance to activate 'Pierce' and also activates 'Impale' at that time; this will not happen if the user took 10% of their max Hp damage.

Rank 1 Cost: 870 Cp
Master Cost: 1090 Cp

Notes:

- This jutsu uses Melee Accuracy.
- The 'Pierce' effect ignores DR, and destroys barriers, and increases bleeding by 1 level. This does not effect barriers of a higher level than this Jutsu.
- The 'Impale' effect increases bleeding by one level and has a 35% chance of dealing critical damage. Additionally, this disperses clones.[/spoilername]


[spoilername="Wind Ninjutsu"]Pressure Burst - E Rank
Rank 1: The user creates a coat of wind around their palm, slamming their palm against a target. The wind bursts upon impact, dealing 270 damage and 4% chance of inflicting the 'Gaspless' effect.
Master: The user creates a coat of wind around their palm, slamming their palm against a target. The wind bursts upon impact, dealing 340 damage and 6% chance of inflicting the 'Gaspless' effect.

Special Action: This is may be thrown using Ninjutsu Accuracy by paying +10% Cp. This deals -10% base damage, though has +2 Accuracy.

Rank 1 Cost: 90 Cp
Master Cost: 110 Cp

Notes:
- Uses Melee Accuracy
- The 'Gaspless' effect inflicts suppression and causes the victim to pay +10% Ap to their next Action. This may only happen once per use.


Shredding Touch - D Rank
Rank 1: While active, all melee taijutsu attacks made by the user have a 8% chance to cause the 'Wind Slice' effect.
Master: While active, all melee taijutsu attacks made by the user have a 12% chance to cause the 'Wind Slice' effect.

Rank 1 Cost: 215 CP to initiate, 110 Cp/rnd.
Master Cost: 270 CP to initiate, 140 Cp/rnd.

Notes:
- Lasts up to three rounds.
- Damage gains 'Wind' buffs while this is active.
- The 'Wind Slice' effect causes the attack to deal +5% base damage and raise bleeding one level.


Air Bullet - D Rank
Rank 1: Blows a gust of wind doing 685 damage at +1 Accuracy. This has a 12% chance of causing the 'Gaspless' effect.
Master: Blows a gust of wind doing 810 damage at +2 Accuracy. This has a 16% chance of causing the 'Gaspless' effect.

Special Action - Gale Palm: By paying +20% Cp, this jutsu may use Melee Accuracy, which increases the 'Gaspless' chance by +8% but lowers accuracy by -2.

Special Action - Air Barrage: By paying +10% Cp, the user may divide this attack into up to 3 smaller wind blasts. 90% of the base damage is divided equally into however many bursts of bullets are created, and each is made at +2 Accuracy. Base `Gaspless` chance is increased by +4% and then divided equally.

Rank 1 Cost: 215 Cp
Master Cost: 240 Cp

Notes:
- The 'Gaspless' effect inflicts suppression and causes the victim to pay +10% Ap to their next Action. This may only happen once per use.


Wind Scythe - C Rank
Rank 1: The user slices the air, creating a wind current that deal 1485 Damage at -2 Accuracy. This has a 12% chance of inflicting the 'Wind Slice' effect.
Master: The user slices the air, creating a wind current that deal 1770 Damage at -1 Accuracy. This has a 18% chance of inflicting the 'Wind Slice' effect.

Special Action - Blade of the Wind: By paying +20% Cp, the user may focus the air current around them in a nearly invisible wind blade. This deals +10% base damage though has an additional -1 Accuracy. This may use melee or Ninjutsu accuracy.

Special Action - Divine Wind: By paying +20% Cp, the user may divide 110% of the damage into up to 5 blades of wind. Each has -2 Accuracy.

Rank 1 Cost: 540 Cp
Master Cost: 620 Cp

Notes:
- Wind Slice may only raise bleeding once per use.
- The 'Wind Slice' effect causes the attack to deal +5% base damage and raise bleeding one level.


Tempest - C Rank
Rank 1: Creates a powerful vortex around two targets, attacking them 3 times at +1 Accuracy. Each strike deals 340 damage with a 18% chance of causing the 'Uplift' effect.
Master: Creates a powerful vortex around two targets, attacking them 3 times at +2 Accuracy. Each strike deals 405 damage with a 24% chance of causing the 'Uplift' effect.

Special Action: If 'Uplift' has been caused at least twice, the user may choose to instantly follow up with a mastered Wind Ninjutsu attack up to Lvl B, to strike the target(s). This jutsu deals 80% of the base damage unless it was an AoE, in which case it may only strike these two targets. If one of the targets did not suffer the `uplift` effect twice, they are uneffected. The jutsu used with this action cost +20% Cp and full Ap.

Rank 1 Cost: 405 Cp
Master Cost: 480 Cp

Notes:
- The 'Uplift' effect lifts the target into the air and reduces their dodge by -1 for the remainder of the round, at which point they fall and take 1% Max Hp damage. This may stack up to three times, and further effects do not reset the timer


Wind Release - C Rank
Rank 1: Creates powerful gust of wind that dispels effects that obscure the fields visibility. This also may dispel maintained Lightning D Rank and Below jutsu with a contested Ninjutsu check.
Master: Creates powerful gust of wind that dispels effects that obscure the fields visibility. This also may dispel maintained Lightning/Dust/Vapor jutsu C Rank and Below jutsu with a contested Ninjutsu check.

Cost: 560 Cp, with an additional +10% Cp cost for every jutsu attempted to dispel.

Notes:
- This may be used once per round.
- Effects that obscure the field refer to things such as Smoke bombs, Hidden Mist, Sandstorm Veil, and so on. This does not effect Level A+ effects.
- Dispelling any jutsu requires a Ninjutsu check between the user and the user of the contested technique. The user has a -2 penalty against B Rank effects.
- Dispelling smoke bombs is automatic, and prevents their effects from taking place for a full round.


Gale Force - C Rank
Rank 1: Each time melee contact is made with the user, a Ninjutsu check is made. If the user succeeds this check, then the victim's action costs +15% Cp and they have a 12% chance of suffering the 'Gaspless' effect.
Master: Each time melee contact is made with the user, a Ninjutsu check is made. If the user succeeds this check, then the victim's action costs +15% Cp and they have a 16% chance of suffering the 'Gaspless' effect.

Special Action - Air Burst: While active, the user may pay the maintain cost to reflexively condense the air around them to block 30% of incoming damage from a single technique. However, this dispells the jutsu for the remainder of the round.

Rank 1 Cost: 500 Cp to initiate, 240 Cp/rnd
Master Cost: 620 Cp to initiate, 300 Cp/rnd

Note:
- Lasts up to two rounds.
- This jutsu effects those who use melee accuracy against the user or are targeted with melee accuracy by the user.
- The 'Gaspless' effect inflicts suppression and causes the victim to pay +10% Ap to their next Action. This may only happen once per use.
- Each time melee contact is made, a Ninjutsu check is made between the user and the target; if the user succeeds the enemy suffers the penalty towards their current action (If they attack the user) or their next action (If the user attacks them); this does not stack upon the same action.
- Due to the air drawn towards the user, the suffer a -2 dodge penalty to Fire Jutsu while this technique is active.

Wind Scar - B Rank
Rank 1: Creates 3 Currents of Wind. Each Current strikes 4 Times at +1 Accuracy. Each strike deals 190 damage with a 21% chance of activating the 'Wind Shred' effect.
Master: Creates 3 Currents of Wind. Each Current strikes 4 Times at +1 Accuracy. Each strike deals 235 damage with a 28% chance of activating the 'Wind Shred' effect.

Special Action: By paying +20% Cp, the user may condense the attack into a single massive blast of wind, dealing 90% of the combined damage, however bypassing Damage Reduction/Barriers.

Special Action: By paying +20% Cp, the currents may be used as a called shot. This takes on all called shot penalties, and each current has a 7%/9%/11% chance of success; this is only checked once per current. Only two may be successful.

Rank 1 Cost: 655 Cp
Master Cost: 820 Cp

Notes:
- This jutsu may be used once per round.
- Only 10 hits may effect a target.
- The 'Wind Shred' effect causes the attack to deal +5% base damage. Should at least 5 strikes activate 'Wind Shred', the victim`s bleed rank is increased.[/spoilername]


[spoilername="Offensive Taijutsu"]Uncalled For Shot - E-rank
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 - E-rank
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 - D Rank
A quick striking technique that allows the user to hit an opponent several times with high accuracy.

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 - C Rank
A long stream of attacks aimed at any number of opponents. Most often used when surrounded.

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 - B Rank
A high speed rush attack that allows the user to bombard the enemy with highly accurate and painful strikes.

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 - B Rank
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.

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.[/spoilername]


[spoilername="Buffing Taijutsu"]Charge - E Rank
A basic move that exerts extra strength in a Taijutsu.

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

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 - D Rank
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.

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 - C Rank
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.

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: 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 - C Rank
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.

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 - B Rank
An advance skill that requires extreme speed and reflex in order to strike down their foes before they can land a hit.

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.[/spoilername]

[spoilername="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.

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 - D Rank
Yes, when someone fails, you have a tendency to facepalm. However, this is your body's own reaction to your own epic failures.

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


Basic Clone Visual - D rank
A simple Clone jutsu that causes the target to see multiple copies of the user.

Rank 1: Cast at -1DC dealing 230 Damage. Causes the target to see 1 Clone of the user for a full round.
Master Rank: Cast at -1DC dealing 290 Damage. Causes the target to see 2 Clones of the user for a full round.

Notes:
- There is no awareness check for clones. The user automatically is confused by them upon being successfuly hit with this technique.
- Clones are illusionary and cannot be dispersed physically.
- If the target identifies a Clone(s), they will be re-confused at the end of the round.
- Lasts until the target is aware of the genjutsu, no longer maintained, or a Full round has passed.

Rank 1 Cost: 175 CP, 90 Cp per round
Master Rank Cost: 215 Cp, 110 CP per round


Black Out Will - C Rank
A Genjutsu that shuts down the victim's mind from completely recognizing anything, even the most simplest of things, despite witnessing it multiple times in their life.

Rank 1: Targets at +1 Difficulty. Deals 380 damage. The user may declare up to 2 Action(s) of their own to be modded as a Hidden Action against the target.
Rank 2: Targets at +1 Difficulty. Deals 475 damage. The user may declare up to 3 Action(s) of their own to be modded as a Hidden Action against the target.

Special Action: By paying +20% Chakra Cost the user may decide to declare actions that they plan to use for the next round as hidden instead.

Notes:
- The BMod will send the actual round results to all those unaffected by this technique.

Rank 1 Cost: 285Cp
Master Rank Cost: 355Cp


After-Image Visual - C Rank
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.

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 - C rank
A terrifying technique that causes the target to temporarily lose their vision by a sea of darkness.

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


Silly Fingers Kinetic - C Rank
A genjutsu that causes the fingers to act on their own. The user has absolutely no control of them, thus making it quite difficult to carry a weapon and use handseals.

Rank 1: Cast at normal DC dealing 300 Damage per round. Handseal based actions take +.25ap longer. Handseals have a 18% chance to fail.
Master: Cast at normal DC dealing 375 Damage per round. Handseals based actions take +.5ap longer. Handseals have a 21% chance to fail.

Note:
- May only cause handseals to fail once per round.
- May only be maintained for up to 3 rounds.

Rank 1 Cost: 300 CP to initiate, 150 CP to maintain
Master Cost: 375 CP to initiate, 190 CP to maintain


Phoenix Embrace Kinetic - B Rank
A Genjutsu technique that causes an intense sensation of heat within the target to the point where they feel as if their body has been scorched horribly, the slightest touches causing pain..

Rank 1: Cast at normal DC and deals 300 Illusionary damage per round. The target takes +10% damage from all sources.
Master: Cast at normal DC and deals 375 Illusionary damage per round. The target takes +15% damage from all sources.

Special Action - Fire Lacing: For +20% of Phoenix Embrace's CP Cost, may instantly follow-up an offensive Fire based technique.

Note:
- The Illusionary Damage per round can be buffed by fire damage buffs as well as Illusionary damage buffs. Damage buff cap still applies.
- The special action may only be used once per cast.

Rank 1 Cost: 480 CP to initiate, 240 CP per round to maintain
Master Cost: 600 CP to initiate, 300 CP per round to maintain[/spoilername]

[spoilername="Radiation Ninjutsu"]Radioactive Glow - C-rank
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.

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 - 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 - 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 - B Rank
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.[/spoilername]

[spoilername="Photon Ninjutsu"]Luminous Shine - C-rank
Rank 1: All actions directed at the user have a 12% chance to suffer the 'Misguided' effect.
Master: All actions directed at the user have a 15% chance to suffer the 'Misguided' effect.

Rank 1 Cost: 500 Cp, 250 Cp/Rnd
Master Cost: 620 Cp, 310 Cp/Rnd

Notes:
- Lasts up to two full rounds
- This is Chakra Armor
- The user cannot go into stealth while this effect is active.
- The 'Misguided' effect causes an action that hits to be treated lower and prevents it from auto-hitting. A full hit becomes a partial hit, a partial hit is treated one rank lower, and a Critical hit becomes a Full hit. This effect overwrites any effects that 'treat partial hits higher'.
- 'Misguided' may only be raised up to a 30% chance of activating. If the user has 40%+ Photon buffs, the cap becomes 35%.


Flashbang - C-rank
Rank 1: Creates a flash of light that inflicts the 'Dazed' effect upon the target, and gives each of their actions a 12% chance of being afflicted by 'Radiance'.
Master: Creates a flash of light that inflicts the 'Dazed' effect upon the target, and gives each of their actions a 18% chance of being afflicted by 'Radiance'.

Special Action: By paying +20% Cp, the user may lower accuracy by -3 to allow this jutsu to effect +1 Target.

Rank 1 Cost: 500 Cp
Master Cost: 620 Cp

Notes:
- This lasts a full round
- Attacks made against the victim gain +1 Critical chance during this time.
- The 'Dazed' effect causes all actions against the victim to have a 10% chance of auto-hitting, and all actions used by the victim to have a 10% chance to auto-miss. This lasts a full round.
- The 'Radiance' effect prevents the victim from choosing a specific target. This only applies if the action was not targeting themselves.


Clandestine Concealment - B-rank
Rank 1: Effects a target at +1 Accuracy. Item based actions cost +.1 Ap and have a 20% chance to fail.
Master: Effects a target at +2 Accuracy. Item based actions cost +.1 Ap and have a 25% chance to fail.

Special Action - Phantom Strike: By paying +20% Cp, the user may choose to use this jutsu to make their own equipped weapon invisible. All attacks with this weapon have a 7%/10%/14% chance of being considered a sneak attack, and disarm attempts made against it have -2 Accuracy and a 20%/25%/30% chance of failing. If used while duelwielding, the user may split this bonus between both the weapons equally.

Rank 1 Cost: 800 Cp, 400 Cp/Rnd
Master Cost: 1000 Cp, 500 Cp/Rnd

Notes:
- Last up to 2 rounds, requiring a Nin check each round.
- The 'Fail chance' of this jutsu is rolled separately from other auto-fail type effects.
- This applies to all item-based actions, such as equipping, using items, or using jutsu that involve items.
- This does not effect weapons[/spoilername]



Current Stats
Stamina: 260 / 300
Agility: 290 / 300
Ninjutsu: 225 / 300
Taijutsu: 280 / 300
Genjutsu: 175 / 300
Chakra Control: 290% / 300


Power Level: 1520


Topic: https://ninpocho.com/viewtopic.php?p=230093#p230093


New Stats: (+30)
Stamina: 265 (+5) / 300
Agility: 295 (+5) / 300
Ninjutsu: 230 (+5) / 300
Taijutsu: 290 (+10) / 300
Genjutsu: 180 (+5) / 300
Chakra Control: 290% / 300


Power Level: 1550

ASP: 41 (+5)


Lasts weeks still needs to be checked as well.
 
Re: Annals of Yaku Sara

Sara said:
[spoilername="Non-Element Ninjutsu"] Transformation - 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.


Body Switch - E Rank
Rank 1: The user may body switch against level E-C Jutsu.
Master: The user may body switch against level E-B Jutsu.

Special Action: The user may attempt to Body switch with an enemies clone. This requires the user to make a melee check against the clone.

Cost: Cost of Jutsu dodged +20% Cp.

Notes:
- May only be used once per round, and requires a full round of cool down before it may be used again.
- Cannot be done in the same round as any other 'Body Switch' type techniques.
- Does not require handseals and may be used reflexively.
- Cannot be used on Genjutsu, while bound, or against successful sneak attacks.
- The user must have a Kawarimi Target in their inventory or active clones on the field.
- This auto-dodges only a single action. If the action was a multi-hit, all hits would be avoided.
- During the cooldown time for this jutsu, the user suffer's a -3 dodge penalty.


Crystal Eye - D Rank
Rank 1: Grants the user +1 Awareness, with a 50% Chance of treating all the user's Visibility check against others as one rank higher.
Master: Grants the user +1 Awareness, and treats all the user's Visibility check against others as one rank higher.

Special Action: While the jutsu is active, the user may spend 1.5 Ap to focus upon the eye's vision and make an awareness check against all in battle. This battle check ignores smoke bombs or other concealing effects, and may only be done once per round.

Rank 1 Cost: 240 CP to initiate, 120 CP/Rnd
Master Cost: 300 CP to initiate, 150 CP/Rnd

Notes:
- This may last up to three rounds.
- A user of this technique can only have one eye out at any one time, but it does not count as a creation jutsu.
- This eye can be targeted and destroyed at -3 Accuracy.


Cancel - 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:
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.


Energy Transfer - B Rank
Rank 1: Transfers 1200 Cp between the user and the target. This has a 21% chance of activating the 'Non Elemental' effect.
Master: Transfers 1500 Cp between the user and the target. This has a 28% chance of activating the 'Non Elemental' effect.

Special Action: The user may spend additional Ap to transfer more chakra. For every 1 Ap remaining in contact the user may choose to give/take an additional 480/600 CP.

Cost: This jutsu only costs AP.

Notes:
- If used against an enemy, a Ninjutsu check is made between them and the target upon being used, and every additional Ap spent in contact.
- The user may choose to either take chakra or give chakra from the target.
- If chakra is taken, the user regains chakra equal to half the Cp damage.
- The amount of chakra taken cannot be reduced by damage reduction.
- The limit of chakra transferred may be increased by Ninjutsu buffs.
- The 'Non-Elemental' effect increases this jutsu's limit by +10%. This does not apply to caps.


Leech Seal - B Rank
Rank 1: Places the Leech seal upon a target at -2 Accuracy. Each round the victim loses 2% of their Max Hp and Cp.
Master: Places the Leech seal upon a target at -1 Accuracy. Each round the victim loses 2.5% of their Max Hp and Cp. The user has +1 to their maintain checks.

Special Action: By sacrificing either the Hp or Cp effects of the seal, the user may increase the other by +2%.

Cost: 1200 CP to place the seal

Notes:
- Uses Melee Accuracy to scribe the seal, and a Ninjutsu check each round after the first. Lasts up to three rounds.
- Half of the HP and CP damage dealt by this technique is added to the user's HP and CP.
- Any Hp/Cp regained by the victim while this seal is active requires a Ninjutsu check against the Sealer. If the Sealer succeeds, then the amount healed is split between the victim and the sealer.
- Per-round Hp/Cp regeneration does not stack if placed upon multiple targets. However, if the targets recover Hp/Cp the user may receive the benefits.


Rasengan- B Rank
Rank 1: Creates a sphere of violent chakra that deals 2200 damage. 'Non Elemental' and 'Nature Transformation' effects have a 21% chance of activating.
Master: Creates a sphere of violent chakra that deals 2500 damage. 'Non Elemental' and 'Nature Transformation' effects have a 28% chance of activating.

Special Action - Shape Transformation: When using this Jutsu, the user may alter the control of chakra within the sphere to give one of the following effects;
- +1 Accuracy and -10% Cp cost, but deal -5% base damage. (Stacks up to two times)
- +5% Base Damage, but lower accuracy by -1 and increase Cp cost by +10%. (Stacks up to two times)
- Used with Ninjutsu Accuracy

Special Action - Nature Transformation: By sacrificing the 'Non Elemental' effect, the user may choose to add an elemental affinity to the Rasengan. The user must have the affinity of the chosen element. If an advanced element is chosen, this reduces the elemental effect's chance of activating by -14%, but allows the Rasengan to activate both base element effects simultaneously.

Rank 1 Cost: 730 CP
Master Cost: 1000 CP

Notes:
- Does not require handseals and uses melee accuracy. Both Special Actions may be used simultaneously.
- If an affinity is added to the Rasengan, it is treated as a jutsu of that element (If not, it is NE).
- The 'Non-Elemental' effect increases this jutsu's damage by +10%. This does not apply to caps.
- Only one elemental effect may affect the target per round (Unless an advanced affinity is given to the Rasengan); you cannot stack effects by spamming Rasengan with different elements. Each effect is not automatic, and has a chance of activating.

- Fire grants the 'Sear' effect. The 'Sear' effect gives the target a 10% chance of taking critical damage to the next attack to hit them. If this is not successful, then they only take +10% damage from the attack. This does not stack.
- Wind grants the 'Wind Slice' effect. The 'Wind Slice' effect causes the attack to deal +5% base damage and raise bleeding one level.
- Lightning grants 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.
- Earth grants the 'Crush' effect. The 'Crush' effect causes suppression and raises the called shot level of a single limb chosen at random.
- Water grants the 'Cascade' effect. The 'Cascade' effect suppresses the target and allows the user to immediately follow up this Jutsu with any Water Ninjutsu of their choice. This follow-up gains +2 Accuracy.[/spoilername]

[spoilername="Medical Ninjutsu"]Mystical Hand - 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 - 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
- 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 - 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 - 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.[/spoilername]


[spoilername="Lightning Ninjutsu"]Storm Bolt - 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 - 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 - D Rank
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.

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 - 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 - 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.


Chidori - B Rank
Rank 1: Creates a blade of Lightning around the user's arm, dealing 2200 damage at -2 accuracy. This has a 21% chance of activating the 'Pierce' effect.
Master: Creates a blade of Lightning around the user's arm, dealing 2750 damage at -2 accuracy. This has a 28% chance of activating the 'Pierce' effect.

Special Action - Lightning Blade: This jutsu may be 'charged' for +30% Cp. This causes this jutsu to be modded as if costing 3.5 Ap (But still costs only 2.5 Ap), and is charged during the time of the user's last action up to the use of this jutsu. The user has a -2 dodge penalty during this time, and if the user takes damage equal to 10% of the Max Hp during this time, this jutsu loses -2 accuracy and -15% base damage. This grants the user a +7% chance to activate 'Pierce' and also activates 'Impale' at that time; this will not happen if the user took 10% of their max Hp damage.

Rank 1 Cost: 870 Cp
Master Cost: 1090 Cp

Notes:

- This jutsu uses Melee Accuracy.
- The 'Pierce' effect ignores DR, and destroys barriers, and increases bleeding by 1 level. This does not effect barriers of a higher level than this Jutsu.
- The 'Impale' effect increases bleeding by one level and has a 35% chance of dealing critical damage. Additionally, this disperses clones.[/spoilername]


[spoilername="Wind Ninjutsu"]Pressure Burst - E Rank
Rank 1: The user creates a coat of wind around their palm, slamming their palm against a target. The wind bursts upon impact, dealing 270 damage and 4% chance of inflicting the 'Gaspless' effect.
Master: The user creates a coat of wind around their palm, slamming their palm against a target. The wind bursts upon impact, dealing 340 damage and 6% chance of inflicting the 'Gaspless' effect.

Special Action: This is may be thrown using Ninjutsu Accuracy by paying +10% Cp. This deals -10% base damage, though has +2 Accuracy.

Rank 1 Cost: 90 Cp
Master Cost: 110 Cp

Notes:
- Uses Melee Accuracy
- The 'Gaspless' effect inflicts suppression and causes the victim to pay +10% Ap to their next Action. This may only happen once per use.


Shredding Touch - D Rank
Rank 1: While active, all melee taijutsu attacks made by the user have a 8% chance to cause the 'Wind Slice' effect.
Master: While active, all melee taijutsu attacks made by the user have a 12% chance to cause the 'Wind Slice' effect.

Rank 1 Cost: 215 CP to initiate, 110 Cp/rnd.
Master Cost: 270 CP to initiate, 140 Cp/rnd.

Notes:
- Lasts up to three rounds.
- Damage gains 'Wind' buffs while this is active.
- The 'Wind Slice' effect causes the attack to deal +5% base damage and raise bleeding one level.


Air Bullet - D Rank
Rank 1: Blows a gust of wind doing 685 damage at +1 Accuracy. This has a 12% chance of causing the 'Gaspless' effect.
Master: Blows a gust of wind doing 810 damage at +2 Accuracy. This has a 16% chance of causing the 'Gaspless' effect.

Special Action - Gale Palm: By paying +20% Cp, this jutsu may use Melee Accuracy, which increases the 'Gaspless' chance by +8% but lowers accuracy by -2.

Special Action - Air Barrage: By paying +10% Cp, the user may divide this attack into up to 3 smaller wind blasts. 90% of the base damage is divided equally into however many bursts of bullets are created, and each is made at +2 Accuracy. Base `Gaspless` chance is increased by +4% and then divided equally.

Rank 1 Cost: 215 Cp
Master Cost: 240 Cp

Notes:
- The 'Gaspless' effect inflicts suppression and causes the victim to pay +10% Ap to their next Action. This may only happen once per use.


Wind Scythe - C Rank
Rank 1: The user slices the air, creating a wind current that deal 1485 Damage at -2 Accuracy. This has a 12% chance of inflicting the 'Wind Slice' effect.
Master: The user slices the air, creating a wind current that deal 1770 Damage at -1 Accuracy. This has a 18% chance of inflicting the 'Wind Slice' effect.

Special Action - Blade of the Wind: By paying +20% Cp, the user may focus the air current around them in a nearly invisible wind blade. This deals +10% base damage though has an additional -1 Accuracy. This may use melee or Ninjutsu accuracy.

Special Action - Divine Wind: By paying +20% Cp, the user may divide 110% of the damage into up to 5 blades of wind. Each has -2 Accuracy.

Rank 1 Cost: 540 Cp
Master Cost: 620 Cp

Notes:
- Wind Slice may only raise bleeding once per use.
- The 'Wind Slice' effect causes the attack to deal +5% base damage and raise bleeding one level.


Tempest - C Rank
Rank 1: Creates a powerful vortex around two targets, attacking them 3 times at +1 Accuracy. Each strike deals 340 damage with a 18% chance of causing the 'Uplift' effect.
Master: Creates a powerful vortex around two targets, attacking them 3 times at +2 Accuracy. Each strike deals 405 damage with a 24% chance of causing the 'Uplift' effect.

Special Action: If 'Uplift' has been caused at least twice, the user may choose to instantly follow up with a mastered Wind Ninjutsu attack up to Lvl B, to strike the target(s). This jutsu deals 80% of the base damage unless it was an AoE, in which case it may only strike these two targets. If one of the targets did not suffer the `uplift` effect twice, they are uneffected. The jutsu used with this action cost +20% Cp and full Ap.

Rank 1 Cost: 405 Cp
Master Cost: 480 Cp

Notes:
- The 'Uplift' effect lifts the target into the air and reduces their dodge by -1 for the remainder of the round, at which point they fall and take 1% Max Hp damage. This may stack up to three times, and further effects do not reset the timer


Wind Release - C Rank
Rank 1: Creates powerful gust of wind that dispels effects that obscure the fields visibility. This also may dispel maintained Lightning D Rank and Below jutsu with a contested Ninjutsu check.
Master: Creates powerful gust of wind that dispels effects that obscure the fields visibility. This also may dispel maintained Lightning/Dust/Vapor jutsu C Rank and Below jutsu with a contested Ninjutsu check.

Cost: 560 Cp, with an additional +10% Cp cost for every jutsu attempted to dispel.

Notes:
- This may be used once per round.
- Effects that obscure the field refer to things such as Smoke bombs, Hidden Mist, Sandstorm Veil, and so on. This does not effect Level A+ effects.
- Dispelling any jutsu requires a Ninjutsu check between the user and the user of the contested technique. The user has a -2 penalty against B Rank effects.
- Dispelling smoke bombs is automatic, and prevents their effects from taking place for a full round.


Gale Force - C Rank
Rank 1: Each time melee contact is made with the user, a Ninjutsu check is made. If the user succeeds this check, then the victim's action costs +15% Cp and they have a 12% chance of suffering the 'Gaspless' effect.
Master: Each time melee contact is made with the user, a Ninjutsu check is made. If the user succeeds this check, then the victim's action costs +15% Cp and they have a 16% chance of suffering the 'Gaspless' effect.

Special Action - Air Burst: While active, the user may pay the maintain cost to reflexively condense the air around them to block 30% of incoming damage from a single technique. However, this dispells the jutsu for the remainder of the round.

Rank 1 Cost: 500 Cp to initiate, 240 Cp/rnd
Master Cost: 620 Cp to initiate, 300 Cp/rnd

Note:
- Lasts up to two rounds.
- This jutsu effects those who use melee accuracy against the user or are targeted with melee accuracy by the user.
- The 'Gaspless' effect inflicts suppression and causes the victim to pay +10% Ap to their next Action. This may only happen once per use.
- Each time melee contact is made, a Ninjutsu check is made between the user and the target; if the user succeeds the enemy suffers the penalty towards their current action (If they attack the user) or their next action (If the user attacks them); this does not stack upon the same action.
- Due to the air drawn towards the user, the suffer a -2 dodge penalty to Fire Jutsu while this technique is active.

Wind Scar - B Rank
Rank 1: Creates 3 Currents of Wind. Each Current strikes 4 Times at +1 Accuracy. Each strike deals 190 damage with a 21% chance of activating the 'Wind Shred' effect.
Master: Creates 3 Currents of Wind. Each Current strikes 4 Times at +1 Accuracy. Each strike deals 235 damage with a 28% chance of activating the 'Wind Shred' effect.

Special Action: By paying +20% Cp, the user may condense the attack into a single massive blast of wind, dealing 90% of the combined damage, however bypassing Damage Reduction/Barriers.

Special Action: By paying +20% Cp, the currents may be used as a called shot. This takes on all called shot penalties, and each current has a 7%/9%/11% chance of success; this is only checked once per current. Only two may be successful.

Rank 1 Cost: 655 Cp
Master Cost: 820 Cp

Notes:
- This jutsu may be used once per round.
- Only 10 hits may effect a target.
- The 'Wind Shred' effect causes the attack to deal +5% base damage. Should at least 5 strikes activate 'Wind Shred', the victim`s bleed rank is increased.[/spoilername]


[spoilername="Offensive Taijutsu"]Uncalled For Shot - E-rank
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 - E-rank
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 - D Rank
A quick striking technique that allows the user to hit an opponent several times with high accuracy.

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 - C Rank
A long stream of attacks aimed at any number of opponents. Most often used when surrounded.

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 - B Rank
A high speed rush attack that allows the user to bombard the enemy with highly accurate and painful strikes.

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 - B Rank
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.

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.[/spoilername]


[spoilername="Buffing Taijutsu"]Charge - E Rank
A basic move that exerts extra strength in a Taijutsu.

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

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 - D Rank
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.

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 - C Rank
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.

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: 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 - C Rank
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.

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 - B Rank
An advance skill that requires extreme speed and reflex in order to strike down their foes before they can land a hit.

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.[/spoilername]

[spoilername="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.

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 - D Rank
Yes, when someone fails, you have a tendency to facepalm. However, this is your body's own reaction to your own epic failures.

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


Basic Clone Visual - D rank
A simple Clone jutsu that causes the target to see multiple copies of the user.

Rank 1: Cast at -1DC dealing 230 Damage. Causes the target to see 1 Clone of the user for a full round.
Master Rank: Cast at -1DC dealing 290 Damage. Causes the target to see 2 Clones of the user for a full round.

Notes:
- There is no awareness check for clones. The user automatically is confused by them upon being successfuly hit with this technique.
- Clones are illusionary and cannot be dispersed physically.
- If the target identifies a Clone(s), they will be re-confused at the end of the round.
- Lasts until the target is aware of the genjutsu, no longer maintained, or a Full round has passed.

Rank 1 Cost: 175 CP, 90 Cp per round
Master Rank Cost: 215 Cp, 110 CP per round


Black Out Will - C Rank
A Genjutsu that shuts down the victim's mind from completely recognizing anything, even the most simplest of things, despite witnessing it multiple times in their life.

Rank 1: Targets at +1 Difficulty. Deals 380 damage. The user may declare up to 2 Action(s) of their own to be modded as a Hidden Action against the target.
Rank 2: Targets at +1 Difficulty. Deals 475 damage. The user may declare up to 3 Action(s) of their own to be modded as a Hidden Action against the target.

Special Action: By paying +20% Chakra Cost the user may decide to declare actions that they plan to use for the next round as hidden instead.

Notes:
- The BMod will send the actual round results to all those unaffected by this technique.

Rank 1 Cost: 285Cp
Master Rank Cost: 355Cp


After-Image Visual - C Rank
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.

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 - C rank
A terrifying technique that causes the target to temporarily lose their vision by a sea of darkness.

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


Silly Fingers Kinetic - C Rank
A genjutsu that causes the fingers to act on their own. The user has absolutely no control of them, thus making it quite difficult to carry a weapon and use handseals.

Rank 1: Cast at normal DC dealing 300 Damage per round. Handseal based actions take +.25ap longer. Handseals have a 18% chance to fail.
Master: Cast at normal DC dealing 375 Damage per round. Handseals based actions take +.5ap longer. Handseals have a 21% chance to fail.

Note:
- May only cause handseals to fail once per round.
- May only be maintained for up to 3 rounds.

Rank 1 Cost: 300 CP to initiate, 150 CP to maintain
Master Cost: 375 CP to initiate, 190 CP to maintain


Phoenix Embrace Kinetic - B Rank
A Genjutsu technique that causes an intense sensation of heat within the target to the point where they feel as if their body has been scorched horribly, the slightest touches causing pain..

Rank 1: Cast at normal DC and deals 300 Illusionary damage per round. The target takes +10% damage from all sources.
Master: Cast at normal DC and deals 375 Illusionary damage per round. The target takes +15% damage from all sources.

Special Action - Fire Lacing: For +20% of Phoenix Embrace's CP Cost, may instantly follow-up an offensive Fire based technique.

Note:
- The Illusionary Damage per round can be buffed by fire damage buffs as well as Illusionary damage buffs. Damage buff cap still applies.
- The special action may only be used once per cast.

Rank 1 Cost: 480 CP to initiate, 240 CP per round to maintain
Master Cost: 600 CP to initiate, 300 CP per round to maintain[/spoilername]

[spoilername="Radiation Ninjutsu"]Radioactive Glow - C-rank
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.

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 - 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 - 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 - B Rank
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.[/spoilername]

[spoilername="Photon Ninjutsu"]Luminous Shine - C-rank
Rank 1: All actions directed at the user have a 12% chance to suffer the 'Misguided' effect.
Master: All actions directed at the user have a 15% chance to suffer the 'Misguided' effect.

Rank 1 Cost: 500 Cp, 250 Cp/Rnd
Master Cost: 620 Cp, 310 Cp/Rnd

Notes:
- Lasts up to two full rounds
- This is Chakra Armor
- The user cannot go into stealth while this effect is active.
- The 'Misguided' effect causes an action that hits to be treated lower and prevents it from auto-hitting. A full hit becomes a partial hit, a partial hit is treated one rank lower, and a Critical hit becomes a Full hit. This effect overwrites any effects that 'treat partial hits higher'.
- 'Misguided' may only be raised up to a 30% chance of activating. If the user has 40%+ Photon buffs, the cap becomes 35%.


Flashbang - C-rank
Rank 1: Creates a flash of light that inflicts the 'Dazed' effect upon the target, and gives each of their actions a 12% chance of being afflicted by 'Radiance'.
Master: Creates a flash of light that inflicts the 'Dazed' effect upon the target, and gives each of their actions a 18% chance of being afflicted by 'Radiance'.

Special Action: By paying +20% Cp, the user may lower accuracy by -3 to allow this jutsu to effect +1 Target.

Rank 1 Cost: 500 Cp
Master Cost: 620 Cp

Notes:
- This lasts a full round
- Attacks made against the victim gain +1 Critical chance during this time.
- The 'Dazed' effect causes all actions against the victim to have a 10% chance of auto-hitting, and all actions used by the victim to have a 10% chance to auto-miss. This lasts a full round.
- The 'Radiance' effect prevents the victim from choosing a specific target. This only applies if the action was not targeting themselves.


Clandestine Concealment - B-rank
Rank 1: Effects a target at +1 Accuracy. Item based actions cost +.1 Ap and have a 20% chance to fail.
Master: Effects a target at +2 Accuracy. Item based actions cost +.1 Ap and have a 25% chance to fail.

Special Action - Phantom Strike: By paying +20% Cp, the user may choose to use this jutsu to make their own equipped weapon invisible. All attacks with this weapon have a 7%/10%/14% chance of being considered a sneak attack, and disarm attempts made against it have -2 Accuracy and a 20%/25%/30% chance of failing. If used while duelwielding, the user may split this bonus between both the weapons equally.

Rank 1 Cost: 800 Cp, 400 Cp/Rnd
Master Cost: 1000 Cp, 500 Cp/Rnd

Notes:
- Last up to 2 rounds, requiring a Nin check each round.
- The 'Fail chance' of this jutsu is rolled separately from other auto-fail type effects.
- This applies to all item-based actions, such as equipping, using items, or using jutsu that involve items.
- This does not effect weapons[/spoilername]



Current Stats
Stamina: 255 / 300
Agility: 285 / 300
Ninjutsu: 220 / 300
Taijutsu: 270 / 300
Genjutsu: 170 / 300
Chakra Control: 290% / 300


Power Level: 1490


Topic: https://www.ninpocho.com/viewtopic.php?p=229510#p229510


New Stats: (+30)
Stamina: 260 (+5) / 300
Agility: 290 (+5) / 300
Ninjutsu: 225 (+5) / 300
Taijutsu: 280 (+10) / 300
Genjutsu: 175 (+5) / 300
Chakra Control: 290% / 300


Power Level: 1520

ASP: 36 (+5)
This one is approved and yen given.
 

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