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:

Kaguya Jikan - Snowbone Dojo

Kaguya Jikan

New Ninja
Joined
Sep 14, 2013
Messages
83
Yen
92,100
ASP
0
[Setting groundwork]

Dojo Code:
  • Kaguya Jikan
  • Profile Link: https://www.ninpocho.com/viewtopic.php?f=77&t=59893
  • Training Link: https://www.ninpocho.com/viewtopic.php?f=79&t=59894
  • OCR/Character Creation Link: https://ninpocho.com/viewtopic.php?f=366&t=59771
  • In Character Rank: ANBU
  • Out of character rank: S-Rank
  • Elemental Affinities: See affinity section: Here

  • Character class:
    • Kaguya Prince
    • HP: (60+lvl) x stamina
    • CP: (40+lvl) x chakra control
    • Class Bonus: Kinjutsu
    • High: none
    • Average: Melee accuracy, Ranged Accuracy, Ninjutsu Accuracy, Genjutsu D.C
    • Low: none
  • Character class approval: https://ninpocho.com/viewtopic.php?f=366&t=59771
  • Class point card ASP purchase: Link
Abilities:
Core Ability/Bloodline:
Kaguya
Current Power Level: 3600
link to approved request thread/OCR/ https://ninpocho.com/viewtopic.php?f=366&t=59771
link to approved CA ability point distribution(CA only)
[fontsize="12"]A brutal and barbaric clan with its origins tracing into the earliest histories of Kirigakure, the Kaguya are a bloodthisty people born with an instinct that dictates a love of fighting and war. Their ability reflects their bloodlust, their gruesome power allowing the Kaguya to reshape and grow bones within their body to whichever shape they deem fit. Because of their morbid abilities and bloodlust, it is said that the Kaguya are a clan of demons, each one born as a living weapon destined for a life of violence. It is almost unheard of for a Kaguya to reach an old age and die a natural death, their clan believing that the only suitable death is to die in the midst of combat...among a sea of their slain enemies.

084 PL - Dead Bone Pulse (Rank 1)/Rapid Healing (Rank 1)
168 PL - Skeletal Density (Rank 1)
252 PL - Dance of the Willow (Rank 1)
336 PL - Ultimate Bone Defense (Rank 1)
420 PL - Dead Bone Pulse (Rank 2)
504 PL - Dance of the Willow (Rank 2)
588 PL - Rapid Healing (Rank 2), Dance of the Camellia (Rank 1)
672 PL - Skeletal Density (Rank 2), Dance of the Larch (Rank 1)
756 PL - Dead Bone Pulse (Rank 3), Ultimate Bone Defense (Rank 1)
840 PL - Dance of the Willow (Rank 3), Dance of the Larch (Rank 2)
924 PL - Dance of the Camellia (Rank 2)
1008 PL - Skeletal Density (Rank 3), Dance of the Larch (Rank 3)
1092 PL - Rapid Healing (Rank 3), Dance of the Camellia (Rank 3)
1176 PL - Ultimate Bone Defense (Rank 3)
1260 PL - Dance of the Clemantis (Rank 1)
1344 PL - Dance of the Seedling Fern (Rank 1)
1428 PL - Dance of the Clemantis (Rank 2)
1512 PL - All-Killing Ash Bones (Rank 1)
1596 PL - Dance of the Clemantis (Rank 3), Dance of the Seedling Fern (Rank 2)
1680 PL - Dance of the Seedling Fern (Rank 3), All-Killing Ash Bones (Rank 2)
1764 PL - All-Killing Ash Bones (Rank 3)

---

Dead Bone Pulse - Activated Passive</U><i></i>
Dead Bone Pulse is the trait from which all other Kaguya skills and techniques originate from. It describes a special power that those which inherit the Bloodline Limit of the clan possess to manipulate the characteristics of their skeletal structure to increase their durability, eject jagged weapons from their body or even fire high-speed projectiles.

Rank 1: User creates a weapon out of their own skeleton. This weapon automatically possesses the user's choice of augment between Anchor Boost which does not count against the weapon's total number of augments.
Rank 2: User creates a weapon out of their own skeleton. This weapon automatically possesses the user's choice of augment between Anchor Boost or Assault which does not count against the weapon's total number of augments.
Rank 3: User creates a weapon out of their own skeleton. This weapon automatically possesses the user's choice of augment between Anchor Boost, Assault or Barbed Teeth which does not count against the weapon's total number of augments.

Special Action: By adding the maintain cost of Dead Bone Pulse to their next Taijutsu attack the user may switch their choice of free augment applied to their weapon before the attack is made allowing the augment to affect that attack.

Cost: 1 AP and 100 CP + 100/rnd

Note(s):
- Dead Bone Pulse follows all of the rules for a Weapon Creation Jutsu even though it is not a jutsu.
- When using the Special Action to switch augments the newly selected augment stays active until the Special Action is used to switch to a different one.

---

Rapid Healing - Passive
The Kaguya's ability constantly punctures and shreds their flesh upon the removal of their bones, and though excruciatingly painful for younger members, the Kaguya naturally begin to shrug off this pain as their body begins to become accustomed to this wear and tear, their skin rapidly repairing any punctures or lacerations they may be afflicted with almost as quickly as they are cut.

Rank 1: Bleeding damage is reduced by -50% if they reach Bleeding Rank 4 and above. Each time the user perform a Bloodline Jutsu, they have a chance to immediately remove 1 Bleeding Rank inflicted during that round.
Rank 2: Bleeding damage is reduced by -50% if they reach Bleeding Rank 3 and above. Each time the user perform a Bloodline Jutsu, they have a chance to immediately remove 1 Bleeding Rank inflicted during that round.
Rank 3: Bleeding damage is reduced by -50% if they reach Bleeding Rank 2 and above. Each time the user perform a Bloodline Jutsu, they have a chance to immediately remove 1 Bleeding Rank inflicted during that round.

Notes:
- The chance to remove a Bleeding Rank is equal to 12% / 18% / 21% / 36% if D / C / B / A-Rank Bloodline Jutsu used.
- The user cannot remove Bleeding Ranks that were not inflicted during the current round through Rapid Healing.

---

Skeletal Density - Passive<i></i>
Born with high calcium levels and a unique bone strength, the Kaguya are incredibly resistant to nearly all forms of harm that may befall them. Though physical effects are far less effective against these graceful brutes, their resilience even protects them from other effects.

Rank 1: Called shots have a -4% chance of affecting the Kaguya.
Rank 2: Called shots have a -6% chance of affecting the Kaguya. All damage suffered by the user is reduced by 5%.
Rank 3: Called shots have a -8% chance of affecting the Kaguya. All damage suffered by the user is reduced by 10%.

---

Dance of the Willow - Bloodline Fighting Style
Despite their barbaric heritage, the Kaguya are a surprisingly graceful clan of fighters. Their style of fighting utilizes fluid movement to increase their fighting capabilities, not only quickly shifting and avoiding attacks, but each movement elegantly coordinated and effortless as if it were all part of a dance. A very lethal dance.

Rank 1: +1 Dodge. User gains +1 Melee Accuracy for each melee attack that they make each round. This stacks up to +1.
Rank 2: +1.5 Dodge, +5% damage. User gains +1 Melee Accuracy for each melee attack that they make each round. This stacks up to +2.
Rank 3: +2 Dodge, +10% damage. User gains +1 Melee Accuracy for each Taijutsu attack that they make each round. This stacks up to +3.

Note(s):
- Dance of the Willow's Accuracy bonus resets to +0 at the end of each round.

---

Ultimate Bone Defense- D-Rank Bloodline Buffing Taijutsu<i></i>
The Kaguya possess the ability to create and instant, tough armor of bone nearly instantly that covers them and helps prevent them from taking damage from nearly every kind of technique. However, this layer of bone does impair movement to a degree, but the defense is worth the trade off.

Rank 1: User gains 5% Damage Reduction and Bleeding has a -4% chance of success.
Rank 2: User gains 5% Damage Reduction and Bleeding has a -7% chance of success.
Rank 3: User gains 10% Damage Reduction and Bleeding has a -10% chance of success.

Costs:
Rank 1: 1.25 AP and 200 Cp to initiate, 100 Cp/Rnd
Rank 2: 1.25 AP and 250 Cp to initiate, 125 Cp/Rnd
Rank 3: 1.25 AP and 300 Cp to initiate, 150 Cp/Rnd

Notes:
- Ultimate Bone Defense is a Chakra Armor.

---

Dance of the Camellia - C-Rank Bloodline Taijutsu<i></i>
The second of five "dances" which the Kaguya Clan is famous for, the Dance of the Camellia is a series of attacks that are performed at varying speed, often times inter-mixed between their other attacks and "dances", disrupting an opponent's ability to perceive it. It is typically utilized as a continuous stream of attacks which is executed until the opponent makes a mistake and shows a weakness in their defense.

Rank 1: While active the user attacks one time for 800 damage at +2 Accuracy. Maintaining Dance of the Camellia causes the user to automatically repeat this attack at the beginning of each round it is maintained into.
Rank 2: While active the user attacks one time for 1000 damage at +2 Accuracy. Maintaining Dance of the Camellia causes the user to automatically repeat this attack at the beginning of each round it is maintained into.
Rank 3: While active the user attacks one time for 1200 damage at +2 Accuracy. Maintaining Dance of the Camellia causes the user to automatically repeat this attack at the beginning of each round it is maintained into.

Costs:
Rank 1: 1.75 Ap, 350 Cp to initiate, 175 Cp/Rnd
Rank 2: 1.75 Ap, 440 Cp to initiate, 220 Cp/Rnd
Rank 3: 1.75 Ap, 525 Cp to initiate, 265 Cp/Rnd

Notes:
- Dance of the Camellia can always be used with the user's Dead Bone Pulse weapons and shares a Damage Type with the weapon it is cast with.
- Dance of the Camellia may be used as a Called Shot and counts as an attack for the purposes of Dance of the Willow's stacking Accuracy Bonus.

---

Dance of the Larch - C-Rank Bloodline Buffing Taijutsu<i></i>
A gruesome ability in which razor-sharp bones pierce out of the user's body as a counter measure to being attacked, protecting them from physical harm, and damaging those who attack. Though this technique is useful for both offense and defense, the rapid extension of nearly every bone in the user's body makes it difficult to move.

Rank 1: Absorbs damage equal to 1212 HP. Melee attacks return 20% of the damage done by the opponent back on themselves as well.
Rank 2: Absorbs damage equal to 1515 HP. Melee attacks return 30% of the damage done by the opponent back on themselves as well.
Rank 3: Absorbs damage equal to 1818 HP. Melee attacks return 40% of the damage done by the opponent back on themselves as well.

Costs:
Rank 1: 1.75 Ap, 610 Cp
Rank 2: 1.75 Ap, 740 Cp
Rank 3: 1.75 Ap, 880 Cp

Notes:
- May be used reflexively.
- "Melee attack" is defined as any attack which uses Melee Accuracy.
- This skill may only be used once per round but lasts until bone Hp is depleted or the end of the round.
- Stacks with Ultimate Bone Defense and Skeletal Density

---

Dance of the Clemantis - B-Rank Bloodline Taijutsu
Removing their spine from their back as a part of the fourth "dance", the Kaguya creates a linked spear which is held together by chakra-enhanced cartilage giving it the flexibility of a rope but the strength of steel chains. Rumor has it that this fourth dance has a second, more deadly phase which is usually used as a follow-up to the first step.

Rank 1: Attempts to bind opponent at -5 Accuracy.
Rank 2: Attempts to bind opponent at -4 Accuracy.
Rank 3: Attempts to bind opponent at -3 Accuracy.

Special Action - Flower: May only be used if a target is currently bound. The user strikes the bound target with a huge bone spear and will automatically hit, dealing 1500 / 1875 / 2365 damage. The target is automatically freed from the bind afterward.

Costs:
Rank 1: 2.25 Ap, 560 Cp
Rank 2: 2.25 Ap, 700 Cp
Rank 3: 2.25 Ap, 840 Cp

Notes:
- Dance of the Clemantis is a Physical Bind. If the opponent is attacked while bound they are released from the bind but suffer a -3 Dodge penalty against the attack which freed them with exception to Dance of the Clemantis' Special Move (see above note).
- This jutsu's damage type mirrors the damage type of the weapon it is used with. It may be used with any weapon that utilizes Melee Accuracy.
- Bound opponents have at 15% chance to escape per 2 AP they use.

---

<U>Dance of the Seedling Fern - B-Rank Bloodline Non-elemental Ninjutsu<i></i>
Commonly thought to be the most fearsome technique to the Kaguya clan, this ability allows the Kaguya to flow a vast amount of calcium into the ground, supercharged with their chakra, which rapidly spreads across a large area and from there condenses into countless spines of sharp bone. Due to the chakra flowing through those spines the Kaguya is able to merge and move through them freely like a shark through water while their opponents are stymied and wounded by the grove of bone spikes.

Rank 1: Creates a vast forest of bone the covers the nearby region which attacks each participant in the battle except for the user 10 times at -1 Accuracy dealing 150 Physical damage per attack. In addition the Terrain Modifier counts as "Heavy Cover" for the user and they gain an additional +1 Stealth on top of that.
Rank 2: Creates a vast forest of bone the covers the nearby region which attacks each participant in the battle except for the user 10 times at -1 Accuracy dealing 165 Physical damage per attack. In addition the Terrain Modifier counts as "Heavy Cover" for the user and they gain an additional +1 Stealth on top of that.
Rank 3: Creates a vast forest of bone the covers the nearby region which attacks each participant in the battle except for the user 10 times at -1 Accuracy dealing 180 Physical damage per attack. In addition the Terrain Modifier counts as "Heavy Cover" for the user and they gain an additional +2 Stealth on top of that.

Costs:
Rank 1: 2.25 AP, 650 CP to initiate, 325 CP/rnd
Rank 2: 2.25 AP, 815 CP to initiate, 410 CP/rnd
Rank 3: 2.25 AP, 975 CP to initiate, 490 CP/rnd

Notes:
- The Terrain Modifier and additional Stealth Bonus apply for as long as Dance of the Seedling Fern is maintained but the attack portion of the jutsu happens only once per casting.
- Damage caused by Dance of the Seedling Fern is Physical Damage rather than Non-elemental Damage. As such it is subject to any effects which apply to Physical damage but not Physical Attacks as it is not a weapon attack. Likewise it is affected by effects which apply to Non-elemental Ninjutsu and Ninjutsu in general but not Non-elemental damage as it is still a Non-elemental Ninjutsu but does not deal any form of elemental damage.

---

All-Killing Ash Bones - A-Rank Bloodline Buffing Taijutsu<i></i>
All-Killing Ash Bones is the name of a technique which is the least well-known of those wielded by the Kaguya Clan due to the relative rarity of it among those that have it's Bloodline Limit. It is a technique which generates a special chakra-laden bone that infects living tissue with a degenerative effect that rots away their body at an aggressive pace.

Rank 1: User's next Taijutsu attack causes a degenerative effect on the target it hits causing them to suffer 50% of the damage they took from it at the beginning of each round for the next two rounds.
Rank 2: User's next Taijutsu attack causes a degenerative effect on the target it hits causing them to suffer 65% of the damage they took from it at the beginning of each round for the next two rounds.
Rank 3: User's next Taijutsu attack causes a degenerative effect on the target it hits causing them to suffer 80% of the damage they took from it at the beginning of each round for the next two rounds.

Costs:
Rank 1: 2.75 AP and 2250 CP
Rank 2: 2.75 AP and 2825 CP
Rank 3: 2.75 AP and 3375 CP

Notes:
- If the attack which All-Killing Ash Bones is affecting hits a barrier of any kind then All-Killing Ash Bones does not apply the degenerative effect to the target.
- The damage dealt by All-Killing Ash Bones's effect is not directly affected by effects which increase or decease damage. Such effects only apply to the attack which is used in conjunction with All-Killing Ash Bones (Ex: If a Taijutsu that does 1,000 damage is used with All-Killing Ash Bones against an opponent with 25% Damage Reduction then the 1,000 damage is reduced to 750 and All-Killing Ash Bones deals it's damage based off of that and the 25% Damage Reduction is not applied to the damage caused on subsequent turns by All-Killing Ash Bones).
- All-Killing Ash Bones deals 50%/65%/80% of the aggregate damage dealt by any multi-hitting jutsu it is used with.[/fontsize]
Weapon(s):
Weapons Galore purchase link: (If bought)
[/list]
Equipment:
Slot 1: Approval Itemname
Slot 2: Approval Itemname
Slot 3: Approval Itemname
Slot 4(Gained by purchasing Item hoarder ASP card): Approval Itemname
Curse Seal(s):
**Requires Cursed Seal Ability/To have been sealed by someone with the ability**
Link to RP where obtained(if any):
Seal Name:
Effect(6 class points):
Class Accuracy-type raised:
(Duplicate code as needed)
Contracts:
Contract name:
Contract Approval link:
  • <Insert Class Name>
  • HP: (Creature's Mod 1 + User's Level) x User's Chakra Control
  • CP: (Creature's Mod 2 + User's Level) x User's Chakra Control
  • Class Bonus:
  • High:
  • Average:
  • Low:
Jutsu Sub-types:
1.
2.
3.
Jutsu List: (unlocked based on your summons rank.
4 E-Rank:
4 D-Rank:
4 C-Rank:
4 B-Rank:
6 A-Rank:
Abilities:
1.
2.(Unlocked at B-rank)
3.(Unlocked at S-rank)
Specialized Ability:
(paste code found under your contract's information here)
Kinjutsu:
Kinjutsu Name:Kensei

Kinjutsu Approval Link: https://ninpocho.com/viewtopic.php?f=366&t=59771
[fontsize="12"]Kensei
XZCxAVK.png

A forbidden practice that can only be accomplished through a mutual bond between a shinobi and their weapon. Almost all shinobi use weapons of some sort, and many specialize into a specific kind or even a single weapon. Some even have been known to form such a bond with their weapon that their weapons seem to take on trait themselves. These are the few Shinobi that have bonded with their weapon to such a degree, that their weapons share much more than a portion of the user's spirit, and the two have been intertwined forever. The Kensei refers to the bond between the Weapon and the wielder, and at times the weapon itself. Weapons strengthened by sharing the user's soul are much more powerful than their soulless counterparts, and are much more than simply tools for fighting.

Information
Prerequisites: Kinjutsu Application, 3 Ability Slots, B Rank

Effects:
  • When obtained the user selects one Custom Weapon in their inventory to become their "signature weapon" via their Dojo thread.
    • The user's signature weapon gains +1 Augment Slot.
    • For the cost of 1 AP the user may rearrange the Accuracy/Damage modifiers of their signature weapon or swap a single augment for another augment they have in their inventory. This may only be done once per round.
    • Unless specifically noted otherwise in the technique all Kensei techniques are considered a Taijutsu which corresponds to the weapon type of the user's signature weapon.
    • This Kinjutsu, all of its techniques, and its user are considered Spiritual<i></i>
[/fontsize]

[fontsize="12"]Force of Will - Passive Ability
jLHadQA.png

While not truly alive in the conventional sense the signature weapon of Kensei typically develop facets of human personalities which allows the semi-sentient weapon to aid their partner in overcoming situations where their senses have been compromised. This unfortunately for the weapon's partner can sometimes be a double-edged sword as along with those facimilies of personality also occasionally comes a sense of ego that must be contended with.

Information
Prerequisites
Kensei

Effect: User's signature weapon gains an independent sense of willpower. This grants it an independent Genjutsu Save statistic from the user's and allows it to use that Genjutsu Save to assist the user.
  • Signature weapon's Genjutsu Save is equal to the user's Genjutsu Save -5.
  • Any time an opponent targets the user with a Genjutsu they automatically target the user's signature weapon as well. If the signature weapon resists the opposing Genjutsu but the user fails then the user is automatically aware they are under a Genjutsu.
  • Once per round the user's signature weapon may attempt to dispel an opposing Genjutsu affecting the user costing the user 1 AP. This requires a Genjutsu Save against the opposing Genjutsu and if the signature weapon succeeds then the targeted Genjutsu is dispelled.

Note(s):
- Does not take up an Ability Slot.
- User must be aware they are under a Genjutsu in order for their signature weapon to attempt to dispel it.[/fontsize]

[fontsize="12"]Myriad Strike - Special Activated Ability
uJJMKkf.png

Due to the special bond that is developed, a Kensei will start becoming "one with the sword", in both a literal and a metaphorical sense. The Kensei is now able to flow from attack to attack, as if the sword was one with his body instead of just an extension of metal.

Information
Prerequisites
Kensei

Effect:
  • The user is able to link up to 4 AP worth of Taijutsu to be performed consecutively upon a single target, with each successful action giving the next +5% Damage and +1 Accuracy if successful.
  • The user pays normal Ap costs for each technique, however pays only 80% of any Cp costs.

Note:
- Does not take up an Ability Slot.
- Does not cost AP this only needs to be declared.
- The buff is only increased once for a Multi-Hitting Action, treating the action as if it were the same as a single strike attack.
- Bonuses last only for the remainder of the combo, and may only stack up to +3 Accuracy and +15% Damage.
- May be used once per round, User loses -1 Dodge for each action after the first, stacking up to -3 Dodge. This lasts the remainder of the round.
- Increase CP cost by 10% the round this is used.[/fontsize]

[fontsize="12"]Visceral Rend - B-Rank Taijutsu
QfGJ2pC.png

After transforming, the weapon becomes much more powerful. Now what would happen if the user tried to drive that weapon through the stomach of their opponent? Sounds like a party! That's what this technique is, an attempt to drive the weapon, even if it's a blunt weapon , straight through the opponent. If it is a bow type weapon, then the user fires a much larger arrow aimed directly at the stomach and attached to a string. Then the user pulls out the weapon/arrow. The results are pretty deadly. The technique itself, however, is incredibly exhausting.

Information
Prerequisites
Kensei, B-Rank

Rank 1: Strikes a single target dealing 1,725 Damage at -3 Accuracy. This jutsu has two 15% chances to inflict the 'Tear' effect.
Rank 2: Strikes a single target dealing 2,025 Damage at -2 Accuracy. This jutsu has two 18% chances to inflict the 'Tear' effect.
Rank 1 Cost: 625 Cp
Rank 2 Cost: 735 Cp

Notes:
- Accuracy and damage type is determined by the user's signature weapon.
- Visceral Rend's Accuracy is reduced by a further -2 Accuracy each time it is used in a round past the first.
- The 'Tear' effect raises the bleed level of a normal target and causes them to take half their Bleeding Damage, or disperses clones on a clone target.[/fontsize]

[fontsize="12"]Overwhelming Power - B-Rank Taijutsu
XeA97Ky.png

A Kensei's weapon is a fusion of both Taijutsu and Ninjutsu mastery creating the perfect storm of supernatural effects and martial might. It should come at no surprise that a Kensei is able to use their signature weapon to defeat the power of offensive techniques which are directed at them. Not so much an actual "technique" as it is simply throwing all of the combined force of their own power and the power of their signature weapon against an incoming attack, Kensei are able to simply overpower and diffuse offending attacks with their very determination.

Information
Prerequisites
Kensei

Rank 1: Allows the user to reflexively "attack" an opponent's offensive action at normal Accuracy. If the result of their Attack Roll is higher than the Attack Roll for the targeted attack then the attack is negated entirely. If the user's Attack Roll is not higher they are hit automatically by the targeted attack.
Master Rank: Allows the user to reflexively "attack" an opponent's offensive action at +2 Accuracy. If the result of their Attack Roll is higher than the Attack Roll for the targeted attack then the attack is negated entirely. If the user's Attack Roll is not higher they are hit automatically by the targeted attack.

Cost:
Rank 1: AP equal to the offensive action attacked's AP cost and CP equal to 80% of the offensive action being attack's CP cost
Master Rank: AP equal to the offensive action being attacked's AP cost and CP equal to 40% of the offensive action being attack's CP cost

Note:
- May be used to "attack" offensive actions targeting other players as well but if Overwhelming Power is used in that manner then it suffers a -5 Accuracy penalty at both ranks and they are not hit automatically if their Attack Roll is not higher.
- Overwhelming Power is resolved after passive Auto-Dodge/Miss rolls but before Activated Auto-Dodge techniques.[/fontsize]

[fontsize="12"]Omni-Flash - A-Rank Taijutsu
LezbnNK.png

As the Kensei weapon draws upon its soul-link with it's wielder and gains new, stronger abilities, so too does its limits to the skills being able to be performed. Once released into its upgraded form, the user and their weapon are able to perform new techniques unique to their bond. Taking many different shapes or forms, this technique is often a one-of-a-kind skill that cannot be replicated by any other shinobi, a unique mixture between Ninjutsu and Taijutsu. This makes recklessly challenging the wielder of a Kensei a dangerous decision, as one can never fully expect just what manner of techniques they are capable of unleashing.

Information
Prerequisites
Kensei

Rank 1: User can combine a Ninjutsu and a Taijutsu that they know up to B-Rank together. Omni-Flash deals damage equal to 75% of the total damage the combined jutsu would deal and inherits all effects, debuffs and Special Actions from both jutsu.
Master Rank: User can combine a Ninjutsu and a Taijutsu that they know up to A-Rank together. Omni-Flash deals damage equal to 75% of the total damage the combined jutsu would deal and inherits all effects, debuffs and Special Actions from both jutsu.

Cost:
Rank 1: AP equal to the AP cost of the higher AP jutsu +0.5 and 120% of the total combined CP cost.
Master Rank: AP equal to the AP cost of the higher AP jutsu +0.5 and 80% of the total combined CP cost.

Note:
- Omni-Flash is the same Damage and Accuracy type of Taijutsu as the user's signature weapon's primary Damage type and the Accuracy bonus/penalty for it is averaged out between the two combined jutsu's bonuses/penalties. In addition Omni-Flash receives bonuses/penalties from both appropriate Ninjutsu and Taijutsu-related effects.
- User must be wielding their signature weapon to cast Omni-Flash.
- Omni-Flash may only be cast once every three rounds and may never be used with any Bloodline or Core Ability jutsu.[/fontsize]

[fontsize="12"]Kindred Fusion - S-Rank Buffing Taijutsu
3YvvBEM.png

The peak of the Kensei's bond with it's wielder, this jutsu is a secret technique only capable of being performed by the user and their weapon. This technique allows the User to merge with their weapon, fusing into a new form the grants the user all of the abilities held by their Kensei. This form varies widely depending on the type of weapon wielded by the user, and its effects can range from simply razor sharp talons, to full-body shapeshifting that mimics the design of their weapon. While in this form, the user and their weapon literally fight as one, and share skills honed through an unbreakable bond.

Information
Prerequisites
Kensei, S-Rank, All other Kensei techniques

Master Rank: User and signature weapon fuse together. While fused the user's other Kensei abilities and jutsu are modified.
  • Signature weapon's Accuracy/Damage modifiers are changed to +2/+10% regardless of what they are normally.
  • The signature weapon's independent Genjutsu Save gained from Force of Will applies directly to the user. This means that any opposing Genjutsu must succeed against both Saves to affect the user but they may no longer use the 1 AP action to dispel Genjutsu already affecting them.
  • Omni-Flash may now be used once each round rather than once every three rounds.
Cost: 4.5 Ap, 4320 Cp to initiate. 2060 Cp/Rnd.

Note:
- Does not use handseals.
- User is still considered to be wielding their signature weapon while Kindred Fusion is active but they may cast jutsu which require handseals unimpeded and cannot be involuntarily separated from their weapon by any means.[/fontsize]
 
[Ability Training]

Jikan was fitting himself in his black overcoat as the voice of his mother popped into his head, "You must never pierce this coat with bone, no matter the urge, train yourself to be vigilantly patient in when you use your talents and gifts." She was the wisdom behind the scenes. His father shot a glance towards him, "I see you're fitting yourself for the duel, That's good. Focus on Keri." The last piece of his outfit was the boneplate he made, placing it on his head he made a gesture and a full frontal mask came out designed with intimate carving and colors flowing from one side of the mask to the other. "Tell me what ANBU has taught you." Jikan scoffed, "Doing so would make me unfit." His father smiled as he reached for the middle of a staff. Jikan hunched over and reached to the dagger hanging in the middle of his back in it's new sheathe sharing the multi-color flowing pattern on his mask.

They both lunged at each other, clashing steel to steel as Jikan drew Keri and deflected the attack with a swing inwards to the stomach and withdrawing with a slash upwards back to him. Nothing connected and the two were back in their positions, circling each other. "Maybe I phrased it wrong. What do you know of loyalty?" The father took no hesitation as he spoke and move, shoving his spear towards his son. Preparing another attack the conversation flowed naturally, as they habitually spoke during combat. "Loyalty is putting the village, above all else. Putting the many of one toward the stars. Above self." Their weapons clashed again and Jikan went for his fathers face, forcing him to back off quickly backwards. He began making handseals with his left hand, as the confusion set in he coiled back to a striking pose. "That also means to never question your superiors for they see the pictures we don't, the plans we couldn't fathom ourselves. " Jikan made the first move waiting for his father to swing, which he did. In his hastiness Jikan turned on his heels and placed himself behind the father and slid Keri in front of his throat. "And that even if my mission were to kill you, it would be done." Jikan removed Keri and sheathed her. "Luckily father, it isn't my mission, this day."

"Cancel" Said the father, and the Genjutsu dropped. "Luckily indeed, I would hate to face you in combat." Jikan quirked back, "I've got training dummies faster than you now dad." They both chuckled at the notion and Jikan removed the ANBU mask portion of his boneplate. Pouring them both a cup of tea, the father remarked, "Why is it you don't use Ninjutsu? I've never seen you fight with that discipline." Placing the tea between them. "Still don't believe I've mastered my section of the other two." The father nodded and Jikan spoke up, "It is to come though, Keri seems to like Ninjutsu. Our bond is unspoken but she spurs me in the right direction and I have placed loyalty in her guidance." Father nodded again, "As it should be. As for your answer to Loyalty. I agree with most of it. a little too poetic for my taste." Jikan shrugged. As they sipped tea Jikan looked towards his father, "Thank you for the, albeit short duel, a duel none the less." A nod was met in kind, "Maybe one day I'll stop taking it easy on you." Jikan grinned as he finished his tea, "No time like the present, old man." A silence hung, "Agreed!" In a flash the two were back at their positions in the Dojo. "Take the coat off, show me the thrill you get from fighting." Jikan withdrew his coat revealing the typical ninja outfit, while more tattered and torn than usual from the bones. "Don't hold back!"

Jikan withdrew Keri and began making handseals. As the room filled with mist Jikan thrust his ANBU mask on and waited... Hardening the bone inside his body hust in time as his father struck his right arm which he immediately countered with bone pushing the spear back and opening the wound a little more, Jikan was quick enough to pull the staff forward with his left hand and strike, which glanced off the shoulder bone of his father, but the bone that shot out caught him in the leg. "Quick counter!" Jikan tossed the staff with his father attached to it and his father spun himself out of the throw back into an attack stance. Thrusting forward, Jikan countered with a kick and bone pierced his skin to disarm the spear. Connecting with the spear, it dislodged from the fathers hands and impaled the Dojo wall. His father quickly shrugged it off and withdrew a longsword from his shoulder and began circling which Jikan fell into counter-stepping with ease. "So how can this cartilage cartridge around Keri be sharper than steel" The father shrugged as they performed light attacks and deflects on eachother. "It's one of those things I never really knew. I believe there is much we shouldn't know, but we do." Jikan nodded and ducked in left, then right and slashed directly through his fathers hand till it hit bone. The thrill pumped through Jikan and he sheathed Keri before it got out of control. "I concede" His father looked at him speechless. "At least you've learned your triggers. I'll try to come to the Dojo if I don't leave a bloody mess like this every time." Jikan grinned, "You asked for it."
[WC:935 MFT]

Mind Overflow https://www.ninpocho.com/viewtopic.php?f=213&t=51374
Weapon Attunement https://www.ninpocho.com/viewtopic.php?f=213&t=51367
Sentinal - ANBU branch https://www.ninpocho.com/viewtopic.php?f=213&t=6911
Bloody Mess - https://www.ninpocho.com/viewtopic.php?f=213&t=5412
Nimble Hands - https://www.ninpocho.com/viewtopic.php?f=213&t=5406
Healing Factor - https://www.ninpocho.com/viewtopic.php?f=213&t=5401
Weapon Master Slashing - https://www.ninpocho.com/viewtopic.php?f=213&t=5386
Duelist https://ninpocho.com/viewtopic.php?f=213&t=211
[3 Ability slots taken for Kinjutsu]

*Primary Kensei Weapon*

[will fill in after buying.]


Dojo Code:
  • Kaguya Jikan
  • Profile Link: https://www.ninpocho.com/viewtopic.php?f=77&t=59893
  • Training Link: https://www.ninpocho.com/viewtopic.php?f=79&t=59894
  • OCR/Character Creation Link: https://ninpocho.com/viewtopic.php?f=366&t=59771
  • In Character Rank: ANBU
  • Out of character rank: S-Rank
  • Elemental Affinities: See affinity section: Here

  • Character class:
    • Kaguya Prince
    • HP: (60+lvl) x stamina
    • CP: (40+lvl) x chakra control
    • Class Bonus: Kinjutsu
    • High: none
    • Average: Melee accuracy, Ranged Accuracy, Ninjutsu Accuracy, Genjutsu D.C
    • Low: none
  • Character class approval: https://ninpocho.com/viewtopic.php?f=366&t=59771
  • Class point card ASP purchase: Link
Abilities:
Core Ability/Bloodline:
Kaguya
Current Power Level: 3600
link to approved request thread/OCR/ https://ninpocho.com/viewtopic.php?f=366&t=59771
link to approved CA ability point distribution(CA only)
[fontsize="12"]A brutal and barbaric clan with its origins tracing into the earliest histories of Kirigakure, the Kaguya are a bloodthisty people born with an instinct that dictates a love of fighting and war. Their ability reflects their bloodlust, their gruesome power allowing the Kaguya to reshape and grow bones within their body to whichever shape they deem fit. Because of their morbid abilities and bloodlust, it is said that the Kaguya are a clan of demons, each one born as a living weapon destined for a life of violence. It is almost unheard of for a Kaguya to reach an old age and die a natural death, their clan believing that the only suitable death is to die in the midst of combat...among a sea of their slain enemies.

084 PL - Dead Bone Pulse (Rank 1)/Rapid Healing (Rank 1)
168 PL - Skeletal Density (Rank 1)
252 PL - Dance of the Willow (Rank 1)
336 PL - Ultimate Bone Defense (Rank 1)
420 PL - Dead Bone Pulse (Rank 2)
504 PL - Dance of the Willow (Rank 2)
588 PL - Rapid Healing (Rank 2), Dance of the Camellia (Rank 1)
672 PL - Skeletal Density (Rank 2), Dance of the Larch (Rank 1)
756 PL - Dead Bone Pulse (Rank 3), Ultimate Bone Defense (Rank 1)
840 PL - Dance of the Willow (Rank 3), Dance of the Larch (Rank 2)
924 PL - Dance of the Camellia (Rank 2)
1008 PL - Skeletal Density (Rank 3), Dance of the Larch (Rank 3)
1092 PL - Rapid Healing (Rank 3), Dance of the Camellia (Rank 3)
1176 PL - Ultimate Bone Defense (Rank 3)
1260 PL - Dance of the Clemantis (Rank 1)
1344 PL - Dance of the Seedling Fern (Rank 1)
1428 PL - Dance of the Clemantis (Rank 2)
1512 PL - All-Killing Ash Bones (Rank 1)
1596 PL - Dance of the Clemantis (Rank 3), Dance of the Seedling Fern (Rank 2)
1680 PL - Dance of the Seedling Fern (Rank 3), All-Killing Ash Bones (Rank 2)
1764 PL - All-Killing Ash Bones (Rank 3)

---

Dead Bone Pulse - Activated Passive</U><i></i>
Dead Bone Pulse is the trait from which all other Kaguya skills and techniques originate from. It describes a special power that those which inherit the Bloodline Limit of the clan possess to manipulate the characteristics of their skeletal structure to increase their durability, eject jagged weapons from their body or even fire high-speed projectiles.

Rank 1: User creates a weapon out of their own skeleton. This weapon automatically possesses the user's choice of augment between Anchor Boost which does not count against the weapon's total number of augments.
Rank 2: User creates a weapon out of their own skeleton. This weapon automatically possesses the user's choice of augment between Anchor Boost or Assault which does not count against the weapon's total number of augments.
Rank 3: User creates a weapon out of their own skeleton. This weapon automatically possesses the user's choice of augment between Anchor Boost, Assault or Barbed Teeth which does not count against the weapon's total number of augments.

Special Action: By adding the maintain cost of Dead Bone Pulse to their next Taijutsu attack the user may switch their choice of free augment applied to their weapon before the attack is made allowing the augment to affect that attack.

Cost: 1 AP and 100 CP + 100/rnd

Note(s):
- Dead Bone Pulse follows all of the rules for a Weapon Creation Jutsu even though it is not a jutsu.
- When using the Special Action to switch augments the newly selected augment stays active until the Special Action is used to switch to a different one.

---

Rapid Healing - Passive
The Kaguya's ability constantly punctures and shreds their flesh upon the removal of their bones, and though excruciatingly painful for younger members, the Kaguya naturally begin to shrug off this pain as their body begins to become accustomed to this wear and tear, their skin rapidly repairing any punctures or lacerations they may be afflicted with almost as quickly as they are cut.

Rank 1: Bleeding damage is reduced by -50% if they reach Bleeding Rank 4 and above. Each time the user perform a Bloodline Jutsu, they have a chance to immediately remove 1 Bleeding Rank inflicted during that round.
Rank 2: Bleeding damage is reduced by -50% if they reach Bleeding Rank 3 and above. Each time the user perform a Bloodline Jutsu, they have a chance to immediately remove 1 Bleeding Rank inflicted during that round.
Rank 3: Bleeding damage is reduced by -50% if they reach Bleeding Rank 2 and above. Each time the user perform a Bloodline Jutsu, they have a chance to immediately remove 1 Bleeding Rank inflicted during that round.

Notes:
- The chance to remove a Bleeding Rank is equal to 12% / 18% / 21% / 36% if D / C / B / A-Rank Bloodline Jutsu used.
- The user cannot remove Bleeding Ranks that were not inflicted during the current round through Rapid Healing.

---

Skeletal Density - Passive<i></i>
Born with high calcium levels and a unique bone strength, the Kaguya are incredibly resistant to nearly all forms of harm that may befall them. Though physical effects are far less effective against these graceful brutes, their resilience even protects them from other effects.

Rank 1: Called shots have a -4% chance of affecting the Kaguya.
Rank 2: Called shots have a -6% chance of affecting the Kaguya. All damage suffered by the user is reduced by 5%.
Rank 3: Called shots have a -8% chance of affecting the Kaguya. All damage suffered by the user is reduced by 10%.

---

Dance of the Willow - Bloodline Fighting Style
Despite their barbaric heritage, the Kaguya are a surprisingly graceful clan of fighters. Their style of fighting utilizes fluid movement to increase their fighting capabilities, not only quickly shifting and avoiding attacks, but each movement elegantly coordinated and effortless as if it were all part of a dance. A very lethal dance.

Rank 1: +1 Dodge. User gains +1 Melee Accuracy for each melee attack that they make each round. This stacks up to +1.
Rank 2: +1.5 Dodge, +5% damage. User gains +1 Melee Accuracy for each melee attack that they make each round. This stacks up to +2.
Rank 3: +2 Dodge, +10% damage. User gains +1 Melee Accuracy for each Taijutsu attack that they make each round. This stacks up to +3.

Note(s):
- Dance of the Willow's Accuracy bonus resets to +0 at the end of each round.

---

Ultimate Bone Defense- D-Rank Bloodline Buffing Taijutsu<i></i>
The Kaguya possess the ability to create and instant, tough armor of bone nearly instantly that covers them and helps prevent them from taking damage from nearly every kind of technique. However, this layer of bone does impair movement to a degree, but the defense is worth the trade off.

Rank 1: User gains 5% Damage Reduction and Bleeding has a -4% chance of success.
Rank 2: User gains 5% Damage Reduction and Bleeding has a -7% chance of success.
Rank 3: User gains 10% Damage Reduction and Bleeding has a -10% chance of success.

Costs:
Rank 1: 1.25 AP and 200 Cp to initiate, 100 Cp/Rnd
Rank 2: 1.25 AP and 250 Cp to initiate, 125 Cp/Rnd
Rank 3: 1.25 AP and 300 Cp to initiate, 150 Cp/Rnd

Notes:
- Ultimate Bone Defense is a Chakra Armor.

---

Dance of the Camellia - C-Rank Bloodline Taijutsu<i></i>
The second of five "dances" which the Kaguya Clan is famous for, the Dance of the Camellia is a series of attacks that are performed at varying speed, often times inter-mixed between their other attacks and "dances", disrupting an opponent's ability to perceive it. It is typically utilized as a continuous stream of attacks which is executed until the opponent makes a mistake and shows a weakness in their defense.

Rank 1: While active the user attacks one time for 800 damage at +2 Accuracy. Maintaining Dance of the Camellia causes the user to automatically repeat this attack at the beginning of each round it is maintained into.
Rank 2: While active the user attacks one time for 1000 damage at +2 Accuracy. Maintaining Dance of the Camellia causes the user to automatically repeat this attack at the beginning of each round it is maintained into.
Rank 3: While active the user attacks one time for 1200 damage at +2 Accuracy. Maintaining Dance of the Camellia causes the user to automatically repeat this attack at the beginning of each round it is maintained into.

Costs:
Rank 1: 1.75 Ap, 350 Cp to initiate, 175 Cp/Rnd
Rank 2: 1.75 Ap, 440 Cp to initiate, 220 Cp/Rnd
Rank 3: 1.75 Ap, 525 Cp to initiate, 265 Cp/Rnd

Notes:
- Dance of the Camellia can always be used with the user's Dead Bone Pulse weapons and shares a Damage Type with the weapon it is cast with.
- Dance of the Camellia may be used as a Called Shot and counts as an attack for the purposes of Dance of the Willow's stacking Accuracy Bonus.

---

Dance of the Larch - C-Rank Bloodline Buffing Taijutsu<i></i>
A gruesome ability in which razor-sharp bones pierce out of the user's body as a counter measure to being attacked, protecting them from physical harm, and damaging those who attack. Though this technique is useful for both offense and defense, the rapid extension of nearly every bone in the user's body makes it difficult to move.

Rank 1: Absorbs damage equal to 1212 HP. Melee attacks return 20% of the damage done by the opponent back on themselves as well.
Rank 2: Absorbs damage equal to 1515 HP. Melee attacks return 30% of the damage done by the opponent back on themselves as well.
Rank 3: Absorbs damage equal to 1818 HP. Melee attacks return 40% of the damage done by the opponent back on themselves as well.

Costs:
Rank 1: 1.75 Ap, 610 Cp
Rank 2: 1.75 Ap, 740 Cp
Rank 3: 1.75 Ap, 880 Cp

Notes:
- May be used reflexively.
- "Melee attack" is defined as any attack which uses Melee Accuracy.
- This skill may only be used once per round but lasts until bone Hp is depleted or the end of the round.
- Stacks with Ultimate Bone Defense and Skeletal Density

---

Dance of the Clemantis - B-Rank Bloodline Taijutsu
Removing their spine from their back as a part of the fourth "dance", the Kaguya creates a linked spear which is held together by chakra-enhanced cartilage giving it the flexibility of a rope but the strength of steel chains. Rumor has it that this fourth dance has a second, more deadly phase which is usually used as a follow-up to the first step.

Rank 1: Attempts to bind opponent at -5 Accuracy.
Rank 2: Attempts to bind opponent at -4 Accuracy.
Rank 3: Attempts to bind opponent at -3 Accuracy.

Special Action - Flower: May only be used if a target is currently bound. The user strikes the bound target with a huge bone spear and will automatically hit, dealing 1500 / 1875 / 2365 damage. The target is automatically freed from the bind afterward.

Costs:
Rank 1: 2.25 Ap, 560 Cp
Rank 2: 2.25 Ap, 700 Cp
Rank 3: 2.25 Ap, 840 Cp

Notes:
- Dance of the Clemantis is a Physical Bind. If the opponent is attacked while bound they are released from the bind but suffer a -3 Dodge penalty against the attack which freed them with exception to Dance of the Clemantis' Special Move (see above note).
- This jutsu's damage type mirrors the damage type of the weapon it is used with. It may be used with any weapon that utilizes Melee Accuracy.
- Bound opponents have at 15% chance to escape per 2 AP they use.

---

<U>Dance of the Seedling Fern - B-Rank Bloodline Non-elemental Ninjutsu<i></i>
Commonly thought to be the most fearsome technique to the Kaguya clan, this ability allows the Kaguya to flow a vast amount of calcium into the ground, supercharged with their chakra, which rapidly spreads across a large area and from there condenses into countless spines of sharp bone. Due to the chakra flowing through those spines the Kaguya is able to merge and move through them freely like a shark through water while their opponents are stymied and wounded by the grove of bone spikes.

Rank 1: Creates a vast forest of bone the covers the nearby region which attacks each participant in the battle except for the user 10 times at -1 Accuracy dealing 150 Physical damage per attack. In addition the Terrain Modifier counts as "Heavy Cover" for the user and they gain an additional +1 Stealth on top of that.
Rank 2: Creates a vast forest of bone the covers the nearby region which attacks each participant in the battle except for the user 10 times at -1 Accuracy dealing 165 Physical damage per attack. In addition the Terrain Modifier counts as "Heavy Cover" for the user and they gain an additional +1 Stealth on top of that.
Rank 3: Creates a vast forest of bone the covers the nearby region which attacks each participant in the battle except for the user 10 times at -1 Accuracy dealing 180 Physical damage per attack. In addition the Terrain Modifier counts as "Heavy Cover" for the user and they gain an additional +2 Stealth on top of that.

Costs:
Rank 1: 2.25 AP, 650 CP to initiate, 325 CP/rnd
Rank 2: 2.25 AP, 815 CP to initiate, 410 CP/rnd
Rank 3: 2.25 AP, 975 CP to initiate, 490 CP/rnd

Notes:
- The Terrain Modifier and additional Stealth Bonus apply for as long as Dance of the Seedling Fern is maintained but the attack portion of the jutsu happens only once per casting.
- Damage caused by Dance of the Seedling Fern is Physical Damage rather than Non-elemental Damage. As such it is subject to any effects which apply to Physical damage but not Physical Attacks as it is not a weapon attack. Likewise it is affected by effects which apply to Non-elemental Ninjutsu and Ninjutsu in general but not Non-elemental damage as it is still a Non-elemental Ninjutsu but does not deal any form of elemental damage.

---

All-Killing Ash Bones - A-Rank Bloodline Buffing Taijutsu<i></i>
All-Killing Ash Bones is the name of a technique which is the least well-known of those wielded by the Kaguya Clan due to the relative rarity of it among those that have it's Bloodline Limit. It is a technique which generates a special chakra-laden bone that infects living tissue with a degenerative effect that rots away their body at an aggressive pace.

Rank 1: User's next Taijutsu attack causes a degenerative effect on the target it hits causing them to suffer 50% of the damage they took from it at the beginning of each round for the next two rounds.
Rank 2: User's next Taijutsu attack causes a degenerative effect on the target it hits causing them to suffer 65% of the damage they took from it at the beginning of each round for the next two rounds.
Rank 3: User's next Taijutsu attack causes a degenerative effect on the target it hits causing them to suffer 80% of the damage they took from it at the beginning of each round for the next two rounds.

Costs:
Rank 1: 2.75 AP and 2250 CP
Rank 2: 2.75 AP and 2825 CP
Rank 3: 2.75 AP and 3375 CP

Notes:
- If the attack which All-Killing Ash Bones is affecting hits a barrier of any kind then All-Killing Ash Bones does not apply the degenerative effect to the target.
- The damage dealt by All-Killing Ash Bones's effect is not directly affected by effects which increase or decease damage. Such effects only apply to the attack which is used in conjunction with All-Killing Ash Bones (Ex: If a Taijutsu that does 1,000 damage is used with All-Killing Ash Bones against an opponent with 25% Damage Reduction then the 1,000 damage is reduced to 750 and All-Killing Ash Bones deals it's damage based off of that and the 25% Damage Reduction is not applied to the damage caused on subsequent turns by All-Killing Ash Bones).
- All-Killing Ash Bones deals 50%/65%/80% of the aggregate damage dealt by any multi-hitting jutsu it is used with.[/fontsize]
Weapon(s):
Weapons Galore purchase link: (If bought)
[/list]
Equipment:
Slot 1: Approval Itemname
Slot 2: Approval Itemname
Slot 3: Approval Itemname
Slot 4(Gained by purchasing Item hoarder ASP card): Approval Itemname
Curse Seal(s):
**Requires Cursed Seal Ability/To have been sealed by someone with the ability**
Link to RP where obtained(if any):
Seal Name:
Effect(6 class points):
Class Accuracy-type raised:
(Duplicate code as needed)
Contracts:
Contract name:
Contract Approval link:
  • <Insert Class Name>
  • HP: (Creature's Mod 1 + User's Level) x User's Chakra Control
  • CP: (Creature's Mod 2 + User's Level) x User's Chakra Control
  • Class Bonus:
  • High:
  • Average:
  • Low:
Jutsu Sub-types:
1.
2.
3.
Jutsu List: (unlocked based on your summons rank.
4 E-Rank:
4 D-Rank:
4 C-Rank:
4 B-Rank:
6 A-Rank:
Abilities:
1.
2.(Unlocked at B-rank)
3.(Unlocked at S-rank)
Specialized Ability:
(paste code found under your contract's information here)
Kinjutsu:
Kinjutsu Name:Kensei

Kinjutsu Approval Link: https://ninpocho.com/viewtopic.php?f=366&t=59771
[fontsize="12"]Kensei
XZCxAVK.png

A forbidden practice that can only be accomplished through a mutual bond between a shinobi and their weapon. Almost all shinobi use weapons of some sort, and many specialize into a specific kind or even a single weapon. Some even have been known to form such a bond with their weapon that their weapons seem to take on trait themselves. These are the few Shinobi that have bonded with their weapon to such a degree, that their weapons share much more than a portion of the user's spirit, and the two have been intertwined forever. The Kensei refers to the bond between the Weapon and the wielder, and at times the weapon itself. Weapons strengthened by sharing the user's soul are much more powerful than their soulless counterparts, and are much more than simply tools for fighting.

Information
Prerequisites: Kinjutsu Application, 3 Ability Slots, B Rank

Effects:
  • When obtained the user selects one Custom Weapon in their inventory to become their "signature weapon" via their Dojo thread.
    • The user's signature weapon gains +1 Augment Slot.
    • For the cost of 1 AP the user may rearrange the Accuracy/Damage modifiers of their signature weapon or swap a single augment for another augment they have in their inventory. This may only be done once per round.
    • Unless specifically noted otherwise in the technique all Kensei techniques are considered a Taijutsu which corresponds to the weapon type of the user's signature weapon.
    • This Kinjutsu, all of its techniques, and its user are considered Spiritual<i></i>
[/fontsize]

[fontsize="12"]Force of Will - Passive Ability
jLHadQA.png

While not truly alive in the conventional sense the signature weapon of Kensei typically develop facets of human personalities which allows the semi-sentient weapon to aid their partner in overcoming situations where their senses have been compromised. This unfortunately for the weapon's partner can sometimes be a double-edged sword as along with those facimilies of personality also occasionally comes a sense of ego that must be contended with.

Information
Prerequisites
Kensei

Effect: User's signature weapon gains an independent sense of willpower. This grants it an independent Genjutsu Save statistic from the user's and allows it to use that Genjutsu Save to assist the user.
  • Signature weapon's Genjutsu Save is equal to the user's Genjutsu Save -5.
  • Any time an opponent targets the user with a Genjutsu they automatically target the user's signature weapon as well. If the signature weapon resists the opposing Genjutsu but the user fails then the user is automatically aware they are under a Genjutsu.
  • Once per round the user's signature weapon may attempt to dispel an opposing Genjutsu affecting the user costing the user 1 AP. This requires a Genjutsu Save against the opposing Genjutsu and if the signature weapon succeeds then the targeted Genjutsu is dispelled.

Note(s):
- Does not take up an Ability Slot.
- User must be aware they are under a Genjutsu in order for their signature weapon to attempt to dispel it.[/fontsize]

[fontsize="12"]Myriad Strike - Special Activated Ability
uJJMKkf.png

Due to the special bond that is developed, a Kensei will start becoming "one with the sword", in both a literal and a metaphorical sense. The Kensei is now able to flow from attack to attack, as if the sword was one with his body instead of just an extension of metal.

Information
Prerequisites
Kensei

Effect:
  • The user is able to link up to 4 AP worth of Taijutsu to be performed consecutively upon a single target, with each successful action giving the next +5% Damage and +1 Accuracy if successful.
  • The user pays normal Ap costs for each technique, however pays only 80% of any Cp costs.

Note:
- Does not take up an Ability Slot.
- Does not cost AP this only needs to be declared.
- The buff is only increased once for a Multi-Hitting Action, treating the action as if it were the same as a single strike attack.
- Bonuses last only for the remainder of the combo, and may only stack up to +3 Accuracy and +15% Damage.
- May be used once per round, User loses -1 Dodge for each action after the first, stacking up to -3 Dodge. This lasts the remainder of the round.
- Increase CP cost by 10% the round this is used.[/fontsize]

[fontsize="12"]Visceral Rend - B-Rank Taijutsu
QfGJ2pC.png

After transforming, the weapon becomes much more powerful. Now what would happen if the user tried to drive that weapon through the stomach of their opponent? Sounds like a party! That's what this technique is, an attempt to drive the weapon, even if it's a blunt weapon , straight through the opponent. If it is a bow type weapon, then the user fires a much larger arrow aimed directly at the stomach and attached to a string. Then the user pulls out the weapon/arrow. The results are pretty deadly. The technique itself, however, is incredibly exhausting.

Information
Prerequisites
Kensei, B-Rank

Rank 1: Strikes a single target dealing 1,725 Damage at -3 Accuracy. This jutsu has two 15% chances to inflict the 'Tear' effect.
Rank 2: Strikes a single target dealing 2,025 Damage at -2 Accuracy. This jutsu has two 18% chances to inflict the 'Tear' effect.
Rank 1 Cost: 625 Cp
Rank 2 Cost: 735 Cp

Notes:
- Accuracy and damage type is determined by the user's signature weapon.
- Visceral Rend's Accuracy is reduced by a further -2 Accuracy each time it is used in a round past the first.
- The 'Tear' effect raises the bleed level of a normal target and causes them to take half their Bleeding Damage, or disperses clones on a clone target.[/fontsize]

[fontsize="12"]Overwhelming Power - B-Rank Taijutsu
XeA97Ky.png

A Kensei's weapon is a fusion of both Taijutsu and Ninjutsu mastery creating the perfect storm of supernatural effects and martial might. It should come at no surprise that a Kensei is able to use their signature weapon to defeat the power of offensive techniques which are directed at them. Not so much an actual "technique" as it is simply throwing all of the combined force of their own power and the power of their signature weapon against an incoming attack, Kensei are able to simply overpower and diffuse offending attacks with their very determination.

Information
Prerequisites
Kensei

Rank 1: Allows the user to reflexively "attack" an opponent's offensive action at normal Accuracy. If the result of their Attack Roll is higher than the Attack Roll for the targeted attack then the attack is negated entirely. If the user's Attack Roll is not higher they are hit automatically by the targeted attack.
Master Rank: Allows the user to reflexively "attack" an opponent's offensive action at +2 Accuracy. If the result of their Attack Roll is higher than the Attack Roll for the targeted attack then the attack is negated entirely. If the user's Attack Roll is not higher they are hit automatically by the targeted attack.

Cost:
Rank 1: AP equal to the offensive action attacked's AP cost and CP equal to 80% of the offensive action being attack's CP cost
Master Rank: AP equal to the offensive action being attacked's AP cost and CP equal to 40% of the offensive action being attack's CP cost

Note:
- May be used to "attack" offensive actions targeting other players as well but if Overwhelming Power is used in that manner then it suffers a -5 Accuracy penalty at both ranks and they are not hit automatically if their Attack Roll is not higher.
- Overwhelming Power is resolved after passive Auto-Dodge/Miss rolls but before Activated Auto-Dodge techniques.[/fontsize]

[fontsize="12"]Omni-Flash - A-Rank Taijutsu
LezbnNK.png

As the Kensei weapon draws upon its soul-link with it's wielder and gains new, stronger abilities, so too does its limits to the skills being able to be performed. Once released into its upgraded form, the user and their weapon are able to perform new techniques unique to their bond. Taking many different shapes or forms, this technique is often a one-of-a-kind skill that cannot be replicated by any other shinobi, a unique mixture between Ninjutsu and Taijutsu. This makes recklessly challenging the wielder of a Kensei a dangerous decision, as one can never fully expect just what manner of techniques they are capable of unleashing.

Information
Prerequisites
Kensei

Rank 1: User can combine a Ninjutsu and a Taijutsu that they know up to B-Rank together. Omni-Flash deals damage equal to 75% of the total damage the combined jutsu would deal and inherits all effects, debuffs and Special Actions from both jutsu.
Master Rank: User can combine a Ninjutsu and a Taijutsu that they know up to A-Rank together. Omni-Flash deals damage equal to 75% of the total damage the combined jutsu would deal and inherits all effects, debuffs and Special Actions from both jutsu.

Cost:
Rank 1: AP equal to the AP cost of the higher AP jutsu +0.5 and 120% of the total combined CP cost.
Master Rank: AP equal to the AP cost of the higher AP jutsu +0.5 and 80% of the total combined CP cost.

Note:
- Omni-Flash is the same Damage and Accuracy type of Taijutsu as the user's signature weapon's primary Damage type and the Accuracy bonus/penalty for it is averaged out between the two combined jutsu's bonuses/penalties. In addition Omni-Flash receives bonuses/penalties from both appropriate Ninjutsu and Taijutsu-related effects.
- User must be wielding their signature weapon to cast Omni-Flash.
- Omni-Flash may only be cast once every three rounds and may never be used with any Bloodline or Core Ability jutsu.[/fontsize]

[fontsize="12"]Kindred Fusion - S-Rank Buffing Taijutsu
3YvvBEM.png

The peak of the Kensei's bond with it's wielder, this jutsu is a secret technique only capable of being performed by the user and their weapon. This technique allows the User to merge with their weapon, fusing into a new form the grants the user all of the abilities held by their Kensei. This form varies widely depending on the type of weapon wielded by the user, and its effects can range from simply razor sharp talons, to full-body shapeshifting that mimics the design of their weapon. While in this form, the user and their weapon literally fight as one, and share skills honed through an unbreakable bond.

Information
Prerequisites
Kensei, S-Rank, All other Kensei techniques

Master Rank: User and signature weapon fuse together. While fused the user's other Kensei abilities and jutsu are modified.
  • Signature weapon's Accuracy/Damage modifiers are changed to +2/+10% regardless of what they are normally.
  • The signature weapon's independent Genjutsu Save gained from Force of Will applies directly to the user. This means that any opposing Genjutsu must succeed against both Saves to affect the user but they may no longer use the 1 AP action to dispel Genjutsu already affecting them.
  • Omni-Flash may now be used once each round rather than once every three rounds.
Cost: 4.5 Ap, 4320 Cp to initiate. 2060 Cp/Rnd.

Note:
- Does not use handseals.
- User is still considered to be wielding their signature weapon while Kindred Fusion is active but they may cast jutsu which require handseals unimpeded and cannot be involuntarily separated from their weapon by any means.[/fontsize]
 
Abilities and weapon approved.

Kaguya Jikan said:
[Ability Training]

Jikan was fitting himself in his black overcoat as the voice of his mother popped into his head, "You must never pierce this coat with bone, no matter the urge, train yourself to be vigilantly patient in when you use your talents and gifts." She was the wisdom behind the scenes. His father shot a glance towards him, "I see you're fitting yourself for the duel, That's good. Focus on Keri." The last piece of his outfit was the boneplate he made, placing it on his head he made a gesture and a full frontal mask came out designed with intimate carving and colors flowing from one side of the mask to the other. "Tell me what ANBU has taught you." Jikan scoffed, "Doing so would make me unfit." His father smiled as he reached for the middle of a staff. Jikan hunched over and reached to the dagger hanging in the middle of his back in it's new sheathe sharing the multi-color flowing pattern on his mask.

They both lunged at each other, clashing steel to steel as Jikan drew Keri and deflected the attack with a swing inwards to the stomach and withdrawing with a slash upwards back to him. Nothing connected and the two were back in their positions, circling each other. "Maybe I phrased it wrong. What do you know of loyalty?" The father took no hesitation as he spoke and move, shoving his spear towards his son. Preparing another attack the conversation flowed naturally, as they habitually spoke during combat. "Loyalty is putting the village, above all else. Putting the many of one toward the stars. Above self." Their weapons clashed again and Jikan went for his fathers face, forcing him to back off quickly backwards. He began making handseals with his left hand, as the confusion set in he coiled back to a striking pose. "That also means to never question your superiors for they see the pictures we don't, the plans we couldn't fathom ourselves. " Jikan made the first move waiting for his father to swing, which he did. In his hastiness Jikan turned on his heels and placed himself behind the father and slid Keri in front of his throat. "And that even if my mission were to kill you, it would be done." Jikan removed Keri and sheathed her. "Luckily father, it isn't my mission, this day."

"Cancel" Said the father, and the Genjutsu dropped. "Luckily indeed, I would hate to face you in combat." Jikan quirked back, "I've got training dummies faster than you now dad." They both chuckled at the notion and Jikan removed the ANBU mask portion of his boneplate. Pouring them both a cup of tea, the father remarked, "Why is it you don't use Ninjutsu? I've never seen you fight with that discipline." Placing the tea between them. "Still don't believe I've mastered my section of the other two." The father nodded and Jikan spoke up, "It is to come though, Keri seems to like Ninjutsu. Our bond is unspoken but she spurs me in the right direction and I have placed loyalty in her guidance." Father nodded again, "As it should be. As for your answer to Loyalty. I agree with most of it. a little too poetic for my taste." Jikan shrugged. As they sipped tea Jikan looked towards his father, "Thank you for the, albeit short duel, a duel none the less." A nod was met in kind, "Maybe one day I'll stop taking it easy on you." Jikan grinned as he finished his tea, "No time like the present, old man." A silence hung, "Agreed!" In a flash the two were back at their positions in the Dojo. "Take the coat off, show me the thrill you get from fighting." Jikan withdrew his coat revealing the typical ninja outfit, while more tattered and torn than usual from the bones. "Don't hold back!"

Jikan withdrew Keri and began making handseals. As the room filled with mist Jikan thrust his ANBU mask on and waited... Hardening the bone inside his body hust in time as his father struck his right arm which he immediately countered with bone pushing the spear back and opening the wound a little more, Jikan was quick enough to pull the staff forward with his left hand and strike, which glanced off the shoulder bone of his father, but the bone that shot out caught him in the leg. "Quick counter!" Jikan tossed the staff with his father attached to it and his father spun himself out of the throw back into an attack stance. Thrusting forward, Jikan countered with a kick and bone pierced his skin to disarm the spear. Connecting with the spear, it dislodged from the fathers hands and impaled the Dojo wall. His father quickly shrugged it off and withdrew a longsword from his shoulder and began circling which Jikan fell into counter-stepping with ease. "So how can this cartilage cartridge around Keri be sharper than steel" The father shrugged as they performed light attacks and deflects on eachother. "It's one of those things I never really knew. I believe there is much we shouldn't know, but we do." Jikan nodded and ducked in left, then right and slashed directly through his fathers hand till it hit bone. The thrill pumped through Jikan and he sheathed Keri before it got out of control. "I concede" His father looked at him speechless. "At least you've learned your triggers. I'll try to come to the Dojo if I don't leave a bloody mess like this every time." Jikan grinned, "You asked for it."
[WC:935 MFT]

Mind Overflow https://www.ninpocho.com/viewtopic.php?f=213&t=51374
Weapon Attunement https://www.ninpocho.com/viewtopic.php?f=213&t=51367
Sentinal - ANBU branch https://www.ninpocho.com/viewtopic.php?f=213&t=6911
Bloody Mess - https://www.ninpocho.com/viewtopic.php?f=213&t=5412
Nimble Hands - https://www.ninpocho.com/viewtopic.php?f=213&t=5406
Healing Factor - https://www.ninpocho.com/viewtopic.php?f=213&t=5401
Weapon Master Slashing - https://www.ninpocho.com/viewtopic.php?f=213&t=5386
Duelist https://ninpocho.com/viewtopic.php?f=213&t=211
[3 Ability slots taken for Kinjutsu]

*Primary Kensei Weapon*

[will fill in after buying.]


Dojo Code:
  • Kaguya Jikan
  • Profile Link: https://www.ninpocho.com/viewtopic.php?f=77&t=59893
  • Training Link: https://www.ninpocho.com/viewtopic.php?f=79&t=59894
  • OCR/Character Creation Link: https://ninpocho.com/viewtopic.php?f=366&t=59771
  • In Character Rank: ANBU
  • Out of character rank: S-Rank
  • Elemental Affinities: See affinity section: Here

  • Character class:
    • Kaguya Prince
    • HP: (60+lvl) x stamina
    • CP: (40+lvl) x chakra control
    • Class Bonus: Kinjutsu
    • High: none
    • Average: Melee accuracy, Ranged Accuracy, Ninjutsu Accuracy, Genjutsu D.C
    • Low: none
  • Character class approval: https://ninpocho.com/viewtopic.php?f=366&t=59771
  • Class point card ASP purchase: Link
Abilities:
Core Ability/Bloodline:
Kaguya
Current Power Level: 3600
link to approved request thread/OCR/ https://ninpocho.com/viewtopic.php?f=366&t=59771
link to approved CA ability point distribution(CA only)
[fontsize="12"]A brutal and barbaric clan with its origins tracing into the earliest histories of Kirigakure, the Kaguya are a bloodthisty people born with an instinct that dictates a love of fighting and war. Their ability reflects their bloodlust, their gruesome power allowing the Kaguya to reshape and grow bones within their body to whichever shape they deem fit. Because of their morbid abilities and bloodlust, it is said that the Kaguya are a clan of demons, each one born as a living weapon destined for a life of violence. It is almost unheard of for a Kaguya to reach an old age and die a natural death, their clan believing that the only suitable death is to die in the midst of combat...among a sea of their slain enemies.

084 PL - Dead Bone Pulse (Rank 1)/Rapid Healing (Rank 1)
168 PL - Skeletal Density (Rank 1)
252 PL - Dance of the Willow (Rank 1)
336 PL - Ultimate Bone Defense (Rank 1)
420 PL - Dead Bone Pulse (Rank 2)
504 PL - Dance of the Willow (Rank 2)
588 PL - Rapid Healing (Rank 2), Dance of the Camellia (Rank 1)
672 PL - Skeletal Density (Rank 2), Dance of the Larch (Rank 1)
756 PL - Dead Bone Pulse (Rank 3), Ultimate Bone Defense (Rank 1)
840 PL - Dance of the Willow (Rank 3), Dance of the Larch (Rank 2)
924 PL - Dance of the Camellia (Rank 2)
1008 PL - Skeletal Density (Rank 3), Dance of the Larch (Rank 3)
1092 PL - Rapid Healing (Rank 3), Dance of the Camellia (Rank 3)
1176 PL - Ultimate Bone Defense (Rank 3)
1260 PL - Dance of the Clemantis (Rank 1)
1344 PL - Dance of the Seedling Fern (Rank 1)
1428 PL - Dance of the Clemantis (Rank 2)
1512 PL - All-Killing Ash Bones (Rank 1)
1596 PL - Dance of the Clemantis (Rank 3), Dance of the Seedling Fern (Rank 2)
1680 PL - Dance of the Seedling Fern (Rank 3), All-Killing Ash Bones (Rank 2)
1764 PL - All-Killing Ash Bones (Rank 3)

---

Dead Bone Pulse - Activated Passive</U><i></i>
Dead Bone Pulse is the trait from which all other Kaguya skills and techniques originate from. It describes a special power that those which inherit the Bloodline Limit of the clan possess to manipulate the characteristics of their skeletal structure to increase their durability, eject jagged weapons from their body or even fire high-speed projectiles.

Rank 1: User creates a weapon out of their own skeleton. This weapon automatically possesses the user's choice of augment between Anchor Boost which does not count against the weapon's total number of augments.
Rank 2: User creates a weapon out of their own skeleton. This weapon automatically possesses the user's choice of augment between Anchor Boost or Assault which does not count against the weapon's total number of augments.
Rank 3: User creates a weapon out of their own skeleton. This weapon automatically possesses the user's choice of augment between Anchor Boost, Assault or Barbed Teeth which does not count against the weapon's total number of augments.

Special Action: By adding the maintain cost of Dead Bone Pulse to their next Taijutsu attack the user may switch their choice of free augment applied to their weapon before the attack is made allowing the augment to affect that attack.

Cost: 1 AP and 100 CP + 100/rnd

Note(s):
- Dead Bone Pulse follows all of the rules for a Weapon Creation Jutsu even though it is not a jutsu.
- When using the Special Action to switch augments the newly selected augment stays active until the Special Action is used to switch to a different one.

---

Rapid Healing - Passive
The Kaguya's ability constantly punctures and shreds their flesh upon the removal of their bones, and though excruciatingly painful for younger members, the Kaguya naturally begin to shrug off this pain as their body begins to become accustomed to this wear and tear, their skin rapidly repairing any punctures or lacerations they may be afflicted with almost as quickly as they are cut.

Rank 1: Bleeding damage is reduced by -50% if they reach Bleeding Rank 4 and above. Each time the user perform a Bloodline Jutsu, they have a chance to immediately remove 1 Bleeding Rank inflicted during that round.
Rank 2: Bleeding damage is reduced by -50% if they reach Bleeding Rank 3 and above. Each time the user perform a Bloodline Jutsu, they have a chance to immediately remove 1 Bleeding Rank inflicted during that round.
Rank 3: Bleeding damage is reduced by -50% if they reach Bleeding Rank 2 and above. Each time the user perform a Bloodline Jutsu, they have a chance to immediately remove 1 Bleeding Rank inflicted during that round.

Notes:
- The chance to remove a Bleeding Rank is equal to 12% / 18% / 21% / 36% if D / C / B / A-Rank Bloodline Jutsu used.
- The user cannot remove Bleeding Ranks that were not inflicted during the current round through Rapid Healing.

---

Skeletal Density - Passive<i></i>
Born with high calcium levels and a unique bone strength, the Kaguya are incredibly resistant to nearly all forms of harm that may befall them. Though physical effects are far less effective against these graceful brutes, their resilience even protects them from other effects.

Rank 1: Called shots have a -4% chance of affecting the Kaguya.
Rank 2: Called shots have a -6% chance of affecting the Kaguya. All damage suffered by the user is reduced by 5%.
Rank 3: Called shots have a -8% chance of affecting the Kaguya. All damage suffered by the user is reduced by 10%.

---

Dance of the Willow - Bloodline Fighting Style
Despite their barbaric heritage, the Kaguya are a surprisingly graceful clan of fighters. Their style of fighting utilizes fluid movement to increase their fighting capabilities, not only quickly shifting and avoiding attacks, but each movement elegantly coordinated and effortless as if it were all part of a dance. A very lethal dance.

Rank 1: +1 Dodge. User gains +1 Melee Accuracy for each melee attack that they make each round. This stacks up to +1.
Rank 2: +1.5 Dodge, +5% damage. User gains +1 Melee Accuracy for each melee attack that they make each round. This stacks up to +2.
Rank 3: +2 Dodge, +10% damage. User gains +1 Melee Accuracy for each Taijutsu attack that they make each round. This stacks up to +3.

Note(s):
- Dance of the Willow's Accuracy bonus resets to +0 at the end of each round.

---

Ultimate Bone Defense- D-Rank Bloodline Buffing Taijutsu<i></i>
The Kaguya possess the ability to create and instant, tough armor of bone nearly instantly that covers them and helps prevent them from taking damage from nearly every kind of technique. However, this layer of bone does impair movement to a degree, but the defense is worth the trade off.

Rank 1: User gains 5% Damage Reduction and Bleeding has a -4% chance of success.
Rank 2: User gains 5% Damage Reduction and Bleeding has a -7% chance of success.
Rank 3: User gains 10% Damage Reduction and Bleeding has a -10% chance of success.

Costs:
Rank 1: 1.25 AP and 200 Cp to initiate, 100 Cp/Rnd
Rank 2: 1.25 AP and 250 Cp to initiate, 125 Cp/Rnd
Rank 3: 1.25 AP and 300 Cp to initiate, 150 Cp/Rnd

Notes:
- Ultimate Bone Defense is a Chakra Armor.

---

Dance of the Camellia - C-Rank Bloodline Taijutsu<i></i>
The second of five "dances" which the Kaguya Clan is famous for, the Dance of the Camellia is a series of attacks that are performed at varying speed, often times inter-mixed between their other attacks and "dances", disrupting an opponent's ability to perceive it. It is typically utilized as a continuous stream of attacks which is executed until the opponent makes a mistake and shows a weakness in their defense.

Rank 1: While active the user attacks one time for 800 damage at +2 Accuracy. Maintaining Dance of the Camellia causes the user to automatically repeat this attack at the beginning of each round it is maintained into.
Rank 2: While active the user attacks one time for 1000 damage at +2 Accuracy. Maintaining Dance of the Camellia causes the user to automatically repeat this attack at the beginning of each round it is maintained into.
Rank 3: While active the user attacks one time for 1200 damage at +2 Accuracy. Maintaining Dance of the Camellia causes the user to automatically repeat this attack at the beginning of each round it is maintained into.

Costs:
Rank 1: 1.75 Ap, 350 Cp to initiate, 175 Cp/Rnd
Rank 2: 1.75 Ap, 440 Cp to initiate, 220 Cp/Rnd
Rank 3: 1.75 Ap, 525 Cp to initiate, 265 Cp/Rnd

Notes:
- Dance of the Camellia can always be used with the user's Dead Bone Pulse weapons and shares a Damage Type with the weapon it is cast with.
- Dance of the Camellia may be used as a Called Shot and counts as an attack for the purposes of Dance of the Willow's stacking Accuracy Bonus.

---

Dance of the Larch - C-Rank Bloodline Buffing Taijutsu<i></i>
A gruesome ability in which razor-sharp bones pierce out of the user's body as a counter measure to being attacked, protecting them from physical harm, and damaging those who attack. Though this technique is useful for both offense and defense, the rapid extension of nearly every bone in the user's body makes it difficult to move.

Rank 1: Absorbs damage equal to 1212 HP. Melee attacks return 20% of the damage done by the opponent back on themselves as well.
Rank 2: Absorbs damage equal to 1515 HP. Melee attacks return 30% of the damage done by the opponent back on themselves as well.
Rank 3: Absorbs damage equal to 1818 HP. Melee attacks return 40% of the damage done by the opponent back on themselves as well.

Costs:
Rank 1: 1.75 Ap, 610 Cp
Rank 2: 1.75 Ap, 740 Cp
Rank 3: 1.75 Ap, 880 Cp

Notes:
- May be used reflexively.
- "Melee attack" is defined as any attack which uses Melee Accuracy.
- This skill may only be used once per round but lasts until bone Hp is depleted or the end of the round.
- Stacks with Ultimate Bone Defense and Skeletal Density

---

Dance of the Clemantis - B-Rank Bloodline Taijutsu
Removing their spine from their back as a part of the fourth "dance", the Kaguya creates a linked spear which is held together by chakra-enhanced cartilage giving it the flexibility of a rope but the strength of steel chains. Rumor has it that this fourth dance has a second, more deadly phase which is usually used as a follow-up to the first step.

Rank 1: Attempts to bind opponent at -5 Accuracy.
Rank 2: Attempts to bind opponent at -4 Accuracy.
Rank 3: Attempts to bind opponent at -3 Accuracy.

Special Action - Flower: May only be used if a target is currently bound. The user strikes the bound target with a huge bone spear and will automatically hit, dealing 1500 / 1875 / 2365 damage. The target is automatically freed from the bind afterward.

Costs:
Rank 1: 2.25 Ap, 560 Cp
Rank 2: 2.25 Ap, 700 Cp
Rank 3: 2.25 Ap, 840 Cp

Notes:
- Dance of the Clemantis is a Physical Bind. If the opponent is attacked while bound they are released from the bind but suffer a -3 Dodge penalty against the attack which freed them with exception to Dance of the Clemantis' Special Move (see above note).
- This jutsu's damage type mirrors the damage type of the weapon it is used with. It may be used with any weapon that utilizes Melee Accuracy.
- Bound opponents have at 15% chance to escape per 2 AP they use.

---

<U>Dance of the Seedling Fern - B-Rank Bloodline Non-elemental Ninjutsu<i></i>
Commonly thought to be the most fearsome technique to the Kaguya clan, this ability allows the Kaguya to flow a vast amount of calcium into the ground, supercharged with their chakra, which rapidly spreads across a large area and from there condenses into countless spines of sharp bone. Due to the chakra flowing through those spines the Kaguya is able to merge and move through them freely like a shark through water while their opponents are stymied and wounded by the grove of bone spikes.

Rank 1: Creates a vast forest of bone the covers the nearby region which attacks each participant in the battle except for the user 10 times at -1 Accuracy dealing 150 Physical damage per attack. In addition the Terrain Modifier counts as "Heavy Cover" for the user and they gain an additional +1 Stealth on top of that.
Rank 2: Creates a vast forest of bone the covers the nearby region which attacks each participant in the battle except for the user 10 times at -1 Accuracy dealing 165 Physical damage per attack. In addition the Terrain Modifier counts as "Heavy Cover" for the user and they gain an additional +1 Stealth on top of that.
Rank 3: Creates a vast forest of bone the covers the nearby region which attacks each participant in the battle except for the user 10 times at -1 Accuracy dealing 180 Physical damage per attack. In addition the Terrain Modifier counts as "Heavy Cover" for the user and they gain an additional +2 Stealth on top of that.

Costs:
Rank 1: 2.25 AP, 650 CP to initiate, 325 CP/rnd
Rank 2: 2.25 AP, 815 CP to initiate, 410 CP/rnd
Rank 3: 2.25 AP, 975 CP to initiate, 490 CP/rnd

Notes:
- The Terrain Modifier and additional Stealth Bonus apply for as long as Dance of the Seedling Fern is maintained but the attack portion of the jutsu happens only once per casting.
- Damage caused by Dance of the Seedling Fern is Physical Damage rather than Non-elemental Damage. As such it is subject to any effects which apply to Physical damage but not Physical Attacks as it is not a weapon attack. Likewise it is affected by effects which apply to Non-elemental Ninjutsu and Ninjutsu in general but not Non-elemental damage as it is still a Non-elemental Ninjutsu but does not deal any form of elemental damage.

---

All-Killing Ash Bones - A-Rank Bloodline Buffing Taijutsu<i></i>
All-Killing Ash Bones is the name of a technique which is the least well-known of those wielded by the Kaguya Clan due to the relative rarity of it among those that have it's Bloodline Limit. It is a technique which generates a special chakra-laden bone that infects living tissue with a degenerative effect that rots away their body at an aggressive pace.

Rank 1: User's next Taijutsu attack causes a degenerative effect on the target it hits causing them to suffer 50% of the damage they took from it at the beginning of each round for the next two rounds.
Rank 2: User's next Taijutsu attack causes a degenerative effect on the target it hits causing them to suffer 65% of the damage they took from it at the beginning of each round for the next two rounds.
Rank 3: User's next Taijutsu attack causes a degenerative effect on the target it hits causing them to suffer 80% of the damage they took from it at the beginning of each round for the next two rounds.

Costs:
Rank 1: 2.75 AP and 2250 CP
Rank 2: 2.75 AP and 2825 CP
Rank 3: 2.75 AP and 3375 CP

Notes:
- If the attack which All-Killing Ash Bones is affecting hits a barrier of any kind then All-Killing Ash Bones does not apply the degenerative effect to the target.
- The damage dealt by All-Killing Ash Bones's effect is not directly affected by effects which increase or decease damage. Such effects only apply to the attack which is used in conjunction with All-Killing Ash Bones (Ex: If a Taijutsu that does 1,000 damage is used with All-Killing Ash Bones against an opponent with 25% Damage Reduction then the 1,000 damage is reduced to 750 and All-Killing Ash Bones deals it's damage based off of that and the 25% Damage Reduction is not applied to the damage caused on subsequent turns by All-Killing Ash Bones).
- All-Killing Ash Bones deals 50%/65%/80% of the aggregate damage dealt by any multi-hitting jutsu it is used with.[/fontsize]
Weapon(s):
Weapons Galore purchase link: (If bought)
[/list]
Equipment:
Slot 1: Approval Itemname
Slot 2: Approval Itemname
Slot 3: Approval Itemname
Slot 4(Gained by purchasing Item hoarder ASP card): Approval Itemname
Curse Seal(s):
**Requires Cursed Seal Ability/To have been sealed by someone with the ability**
Link to RP where obtained(if any):
Seal Name:
Effect(6 class points):
Class Accuracy-type raised:
(Duplicate code as needed)
Contracts:
Contract name:
Contract Approval link:
  • <Insert Class Name>
  • HP: (Creature's Mod 1 + User's Level) x User's Chakra Control
  • CP: (Creature's Mod 2 + User's Level) x User's Chakra Control
  • Class Bonus:
  • High:
  • Average:
  • Low:
Jutsu Sub-types:
1.
2.
3.
Jutsu List: (unlocked based on your summons rank.
4 E-Rank:
4 D-Rank:
4 C-Rank:
4 B-Rank:
6 A-Rank:
Abilities:
1.
2.(Unlocked at B-rank)
3.(Unlocked at S-rank)
Specialized Ability:
(paste code found under your contract's information here)
Kinjutsu:
Kinjutsu Name:Kensei

Kinjutsu Approval Link: https://ninpocho.com/viewtopic.php?f=366&t=59771
[fontsize="12"]Kensei
XZCxAVK.png

A forbidden practice that can only be accomplished through a mutual bond between a shinobi and their weapon. Almost all shinobi use weapons of some sort, and many specialize into a specific kind or even a single weapon. Some even have been known to form such a bond with their weapon that their weapons seem to take on trait themselves. These are the few Shinobi that have bonded with their weapon to such a degree, that their weapons share much more than a portion of the user's spirit, and the two have been intertwined forever. The Kensei refers to the bond between the Weapon and the wielder, and at times the weapon itself. Weapons strengthened by sharing the user's soul are much more powerful than their soulless counterparts, and are much more than simply tools for fighting.

Information
Prerequisites: Kinjutsu Application, 3 Ability Slots, B Rank

Effects:
  • When obtained the user selects one Custom Weapon in their inventory to become their "signature weapon" via their Dojo thread.
    • The user's signature weapon gains +1 Augment Slot.
    • For the cost of 1 AP the user may rearrange the Accuracy/Damage modifiers of their signature weapon or swap a single augment for another augment they have in their inventory. This may only be done once per round.
    • Unless specifically noted otherwise in the technique all Kensei techniques are considered a Taijutsu which corresponds to the weapon type of the user's signature weapon.
    • This Kinjutsu, all of its techniques, and its user are considered Spiritual<i></i>
[/fontsize]

[fontsize="12"]Force of Will - Passive Ability
jLHadQA.png

While not truly alive in the conventional sense the signature weapon of Kensei typically develop facets of human personalities which allows the semi-sentient weapon to aid their partner in overcoming situations where their senses have been compromised. This unfortunately for the weapon's partner can sometimes be a double-edged sword as along with those facimilies of personality also occasionally comes a sense of ego that must be contended with.

Information
Prerequisites
Kensei

Effect: User's signature weapon gains an independent sense of willpower. This grants it an independent Genjutsu Save statistic from the user's and allows it to use that Genjutsu Save to assist the user.
  • Signature weapon's Genjutsu Save is equal to the user's Genjutsu Save -5.
  • Any time an opponent targets the user with a Genjutsu they automatically target the user's signature weapon as well. If the signature weapon resists the opposing Genjutsu but the user fails then the user is automatically aware they are under a Genjutsu.
  • Once per round the user's signature weapon may attempt to dispel an opposing Genjutsu affecting the user costing the user 1 AP. This requires a Genjutsu Save against the opposing Genjutsu and if the signature weapon succeeds then the targeted Genjutsu is dispelled.

Note(s):
- Does not take up an Ability Slot.
- User must be aware they are under a Genjutsu in order for their signature weapon to attempt to dispel it.[/fontsize]

[fontsize="12"]Myriad Strike - Special Activated Ability
uJJMKkf.png

Due to the special bond that is developed, a Kensei will start becoming "one with the sword", in both a literal and a metaphorical sense. The Kensei is now able to flow from attack to attack, as if the sword was one with his body instead of just an extension of metal.

Information
Prerequisites
Kensei

Effect:
  • The user is able to link up to 4 AP worth of Taijutsu to be performed consecutively upon a single target, with each successful action giving the next +5% Damage and +1 Accuracy if successful.
  • The user pays normal Ap costs for each technique, however pays only 80% of any Cp costs.

Note:
- Does not take up an Ability Slot.
- Does not cost AP this only needs to be declared.
- The buff is only increased once for a Multi-Hitting Action, treating the action as if it were the same as a single strike attack.
- Bonuses last only for the remainder of the combo, and may only stack up to +3 Accuracy and +15% Damage.
- May be used once per round, User loses -1 Dodge for each action after the first, stacking up to -3 Dodge. This lasts the remainder of the round.
- Increase CP cost by 10% the round this is used.[/fontsize]

[fontsize="12"]Visceral Rend - B-Rank Taijutsu
QfGJ2pC.png

After transforming, the weapon becomes much more powerful. Now what would happen if the user tried to drive that weapon through the stomach of their opponent? Sounds like a party! That's what this technique is, an attempt to drive the weapon, even if it's a blunt weapon , straight through the opponent. If it is a bow type weapon, then the user fires a much larger arrow aimed directly at the stomach and attached to a string. Then the user pulls out the weapon/arrow. The results are pretty deadly. The technique itself, however, is incredibly exhausting.

Information
Prerequisites
Kensei, B-Rank

Rank 1: Strikes a single target dealing 1,725 Damage at -3 Accuracy. This jutsu has two 15% chances to inflict the 'Tear' effect.
Rank 2: Strikes a single target dealing 2,025 Damage at -2 Accuracy. This jutsu has two 18% chances to inflict the 'Tear' effect.
Rank 1 Cost: 625 Cp
Rank 2 Cost: 735 Cp

Notes:
- Accuracy and damage type is determined by the user's signature weapon.
- Visceral Rend's Accuracy is reduced by a further -2 Accuracy each time it is used in a round past the first.
- The 'Tear' effect raises the bleed level of a normal target and causes them to take half their Bleeding Damage, or disperses clones on a clone target.[/fontsize]

[fontsize="12"]Overwhelming Power - B-Rank Taijutsu
XeA97Ky.png

A Kensei's weapon is a fusion of both Taijutsu and Ninjutsu mastery creating the perfect storm of supernatural effects and martial might. It should come at no surprise that a Kensei is able to use their signature weapon to defeat the power of offensive techniques which are directed at them. Not so much an actual "technique" as it is simply throwing all of the combined force of their own power and the power of their signature weapon against an incoming attack, Kensei are able to simply overpower and diffuse offending attacks with their very determination.

Information
Prerequisites
Kensei

Rank 1: Allows the user to reflexively "attack" an opponent's offensive action at normal Accuracy. If the result of their Attack Roll is higher than the Attack Roll for the targeted attack then the attack is negated entirely. If the user's Attack Roll is not higher they are hit automatically by the targeted attack.
Master Rank: Allows the user to reflexively "attack" an opponent's offensive action at +2 Accuracy. If the result of their Attack Roll is higher than the Attack Roll for the targeted attack then the attack is negated entirely. If the user's Attack Roll is not higher they are hit automatically by the targeted attack.

Cost:
Rank 1: AP equal to the offensive action attacked's AP cost and CP equal to 80% of the offensive action being attack's CP cost
Master Rank: AP equal to the offensive action being attacked's AP cost and CP equal to 40% of the offensive action being attack's CP cost

Note:
- May be used to "attack" offensive actions targeting other players as well but if Overwhelming Power is used in that manner then it suffers a -5 Accuracy penalty at both ranks and they are not hit automatically if their Attack Roll is not higher.
- Overwhelming Power is resolved after passive Auto-Dodge/Miss rolls but before Activated Auto-Dodge techniques.[/fontsize]

[fontsize="12"]Omni-Flash - A-Rank Taijutsu
LezbnNK.png

As the Kensei weapon draws upon its soul-link with it's wielder and gains new, stronger abilities, so too does its limits to the skills being able to be performed. Once released into its upgraded form, the user and their weapon are able to perform new techniques unique to their bond. Taking many different shapes or forms, this technique is often a one-of-a-kind skill that cannot be replicated by any other shinobi, a unique mixture between Ninjutsu and Taijutsu. This makes recklessly challenging the wielder of a Kensei a dangerous decision, as one can never fully expect just what manner of techniques they are capable of unleashing.

Information
Prerequisites
Kensei

Rank 1: User can combine a Ninjutsu and a Taijutsu that they know up to B-Rank together. Omni-Flash deals damage equal to 75% of the total damage the combined jutsu would deal and inherits all effects, debuffs and Special Actions from both jutsu.
Master Rank: User can combine a Ninjutsu and a Taijutsu that they know up to A-Rank together. Omni-Flash deals damage equal to 75% of the total damage the combined jutsu would deal and inherits all effects, debuffs and Special Actions from both jutsu.

Cost:
Rank 1: AP equal to the AP cost of the higher AP jutsu +0.5 and 120% of the total combined CP cost.
Master Rank: AP equal to the AP cost of the higher AP jutsu +0.5 and 80% of the total combined CP cost.

Note:
- Omni-Flash is the same Damage and Accuracy type of Taijutsu as the user's signature weapon's primary Damage type and the Accuracy bonus/penalty for it is averaged out between the two combined jutsu's bonuses/penalties. In addition Omni-Flash receives bonuses/penalties from both appropriate Ninjutsu and Taijutsu-related effects.
- User must be wielding their signature weapon to cast Omni-Flash.
- Omni-Flash may only be cast once every three rounds and may never be used with any Bloodline or Core Ability jutsu.[/fontsize]

[fontsize="12"]Kindred Fusion - S-Rank Buffing Taijutsu
3YvvBEM.png

The peak of the Kensei's bond with it's wielder, this jutsu is a secret technique only capable of being performed by the user and their weapon. This technique allows the User to merge with their weapon, fusing into a new form the grants the user all of the abilities held by their Kensei. This form varies widely depending on the type of weapon wielded by the user, and its effects can range from simply razor sharp talons, to full-body shapeshifting that mimics the design of their weapon. While in this form, the user and their weapon literally fight as one, and share skills honed through an unbreakable bond.

Information
Prerequisites
Kensei, S-Rank, All other Kensei techniques

Master Rank: User and signature weapon fuse together. While fused the user's other Kensei abilities and jutsu are modified.
  • Signature weapon's Accuracy/Damage modifiers are changed to +2/+10% regardless of what they are normally.
  • The signature weapon's independent Genjutsu Save gained from Force of Will applies directly to the user. This means that any opposing Genjutsu must succeed against both Saves to affect the user but they may no longer use the 1 AP action to dispel Genjutsu already affecting them.
  • Omni-Flash may now be used once each round rather than once every three rounds.
Cost: 4.5 Ap, 4320 Cp to initiate. 2060 Cp/Rnd.

Note:
- Does not use handseals.
- User is still considered to be wielding their signature weapon while Kindred Fusion is active but they may cast jutsu which require handseals unimpeded and cannot be involuntarily separated from their weapon by any means.[/fontsize]
 
It was early afternoon as Jikan sat in meditation in his Dojo. He was oblivious to the world as he sought his inner sanctum. Willpower was the word of the day and he chanted it, silently and slowly. A sound body and sound mind were crucial to the way of the Shinobi and he prided himself on having both. Darkness was all that laid before him, that was until his father showed up. Making handseals, the father shot genjutsu into the mind of the meditating Jikan and he was instantly alerted. The darkness gave way to sluggish thinking and discombobulating movement. With one move he was on his feet with his hand grasping his dagger. "Rude" was all he said as he made a one handed seal to begin cancelling the negative affects. It took him minutes to weave out of his fathers Genjutsu before retaliating with some of his top shelf selections. "Nope! I concede!" Jikan laughed as he dropped the affects. "You started it, as you usually do." His father came closer and sat down. "I knew you'd catch on quickly while in meditation, it won't be as easy when you're in the field but that's my purpose, to train you to the best of my ability" A nod followed and Jikan relaxed his posture. "As you have since my conception, I'm grateful for it."

"I'm just glad to spend time with you, Jikan. I know that our position as Project and keeper is, well, difficult for me to handle. The sense of Giving up something I brought into this world, I don't know if I'll ever be able to do it." Jikan nodded, "Mother seems to have no problem with it." The father shrugged. "We have our guidelines, but I see you as more than just a project, some experiment. She just follows them better. She has feelings for you, as do I." Jikan nodded, "I can understand the sentiment, You both have been teachers and guides my entire life. I don't look forward to the day you two feel I need no more training." The Father put his hand on Jikan's shoulder. "Neither do I, Son. Neither do I."

[WC: 363]

Training Willpower For ASP Ability Slot. - https://www.ninpocho.com/viewtopic.php?f=213&t=143

Equipping:
Headset - https://ninpocho.com/viewtopic.php?f=797&t=53656#p270084
Kawarimi Target - https://ninpocho.com/viewtopic.php?f=798&t=53664#p270092
Signal Flare - https://ninpocho.com/viewtopic.php?f=798&t=53661#p270089

Assigning Elemental Affinity:
Major Water.
Minor Fire.


Dojo -- https://www.ninpocho.com/viewtopic.php?f=78&t=59895
Dojo Code:
  • Kaguya Jikan
  • Profile Link: https://www.ninpocho.com/viewtopic.php?f=77&t=59893
  • Training Link: https://www.ninpocho.com/viewtopic.php?f=79&t=59894
  • OCR/Character Creation Link: https://ninpocho.com/viewtopic.php?f=366&t=59771
  • In Character Rank: ANBU
  • Out of character rank: S-Rank
  • Elemental Affinities: See affinity section: Here

  • Character class:
    • Kaguya Prince
    • HP: (60+lvl) x stamina = 45,000
    • CP: (40+lvl) x chakra control = 33,000
    • Class Bonus: Kinjutsu
    • High: none
    • Average: Melee accuracy, Ranged Accuracy, Ninjutsu Accuracy, Genjutsu D.C
    • Low: none
  • Character class approval: https://ninpocho.com/viewtopic.php?f=366&t=59771
  • Class point card ASP purchase: Link
Abilities:
Core Ability/Bloodline:
Kaguya
Current Power Level: 3600
link to approved request thread/OCR/ https://ninpocho.com/viewtopic.php?f=366&t=59771
link to approved CA ability point distribution(CA only)
[fontsize="12"]A brutal and barbaric clan with its origins tracing into the earliest histories of Kirigakure, the Kaguya are a bloodthisty people born with an instinct that dictates a love of fighting and war. Their ability reflects their bloodlust, their gruesome power allowing the Kaguya to reshape and grow bones within their body to whichever shape they deem fit. Because of their morbid abilities and bloodlust, it is said that the Kaguya are a clan of demons, each one born as a living weapon destined for a life of violence. It is almost unheard of for a Kaguya to reach an old age and die a natural death, their clan believing that the only suitable death is to die in the midst of combat...among a sea of their slain enemies.

084 PL - Dead Bone Pulse (Rank 1)/Rapid Healing (Rank 1)
168 PL - Skeletal Density (Rank 1)
252 PL - Dance of the Willow (Rank 1)
336 PL - Ultimate Bone Defense (Rank 1)
420 PL - Dead Bone Pulse (Rank 2)
504 PL - Dance of the Willow (Rank 2)
588 PL - Rapid Healing (Rank 2), Dance of the Camellia (Rank 1)
672 PL - Skeletal Density (Rank 2), Dance of the Larch (Rank 1)
756 PL - Dead Bone Pulse (Rank 3), Ultimate Bone Defense (Rank 1)
840 PL - Dance of the Willow (Rank 3), Dance of the Larch (Rank 2)
924 PL - Dance of the Camellia (Rank 2)
1008 PL - Skeletal Density (Rank 3), Dance of the Larch (Rank 3)
1092 PL - Rapid Healing (Rank 3), Dance of the Camellia (Rank 3)
1176 PL - Ultimate Bone Defense (Rank 3)
1260 PL - Dance of the Clemantis (Rank 1)
1344 PL - Dance of the Seedling Fern (Rank 1)
1428 PL - Dance of the Clemantis (Rank 2)
1512 PL - All-Killing Ash Bones (Rank 1)
1596 PL - Dance of the Clemantis (Rank 3), Dance of the Seedling Fern (Rank 2)
1680 PL - Dance of the Seedling Fern (Rank 3), All-Killing Ash Bones (Rank 2)
1764 PL - All-Killing Ash Bones (Rank 3)

---

Dead Bone Pulse - Activated Passive</U><i></i>
Dead Bone Pulse is the trait from which all other Kaguya skills and techniques originate from. It describes a special power that those which inherit the Bloodline Limit of the clan possess to manipulate the characteristics of their skeletal structure to increase their durability, eject jagged weapons from their body or even fire high-speed projectiles.

Rank 1: User creates a weapon out of their own skeleton. This weapon automatically possesses the user's choice of augment between Anchor Boost which does not count against the weapon's total number of augments.
Rank 2: User creates a weapon out of their own skeleton. This weapon automatically possesses the user's choice of augment between Anchor Boost or Assault which does not count against the weapon's total number of augments.
Rank 3: User creates a weapon out of their own skeleton. This weapon automatically possesses the user's choice of augment between Anchor Boost, Assault or Barbed Teeth which does not count against the weapon's total number of augments.

Special Action: By adding the maintain cost of Dead Bone Pulse to their next Taijutsu attack the user may switch their choice of free augment applied to their weapon before the attack is made allowing the augment to affect that attack.

Cost: 1 AP and 100 CP + 100/rnd

Note(s):
- Dead Bone Pulse follows all of the rules for a Weapon Creation Jutsu even though it is not a jutsu.
- When using the Special Action to switch augments the newly selected augment stays active until the Special Action is used to switch to a different one.

---

Rapid Healing - Passive
The Kaguya's ability constantly punctures and shreds their flesh upon the removal of their bones, and though excruciatingly painful for younger members, the Kaguya naturally begin to shrug off this pain as their body begins to become accustomed to this wear and tear, their skin rapidly repairing any punctures or lacerations they may be afflicted with almost as quickly as they are cut.

Rank 1: Bleeding damage is reduced by -50% if they reach Bleeding Rank 4 and above. Each time the user perform a Bloodline Jutsu, they have a chance to immediately remove 1 Bleeding Rank inflicted during that round.
Rank 2: Bleeding damage is reduced by -50% if they reach Bleeding Rank 3 and above. Each time the user perform a Bloodline Jutsu, they have a chance to immediately remove 1 Bleeding Rank inflicted during that round.
Rank 3: Bleeding damage is reduced by -50% if they reach Bleeding Rank 2 and above. Each time the user perform a Bloodline Jutsu, they have a chance to immediately remove 1 Bleeding Rank inflicted during that round.

Notes:
- The chance to remove a Bleeding Rank is equal to 12% / 18% / 21% / 36% if D / C / B / A-Rank Bloodline Jutsu used.
- The user cannot remove Bleeding Ranks that were not inflicted during the current round through Rapid Healing.

---

Skeletal Density - Passive<i></i>
Born with high calcium levels and a unique bone strength, the Kaguya are incredibly resistant to nearly all forms of harm that may befall them. Though physical effects are far less effective against these graceful brutes, their resilience even protects them from other effects.

Rank 1: Called shots have a -4% chance of affecting the Kaguya.
Rank 2: Called shots have a -6% chance of affecting the Kaguya. All damage suffered by the user is reduced by 5%.
Rank 3: Called shots have a -8% chance of affecting the Kaguya. All damage suffered by the user is reduced by 10%.

---

Dance of the Willow - Bloodline Fighting Style
Despite their barbaric heritage, the Kaguya are a surprisingly graceful clan of fighters. Their style of fighting utilizes fluid movement to increase their fighting capabilities, not only quickly shifting and avoiding attacks, but each movement elegantly coordinated and effortless as if it were all part of a dance. A very lethal dance.

Rank 1: +1 Dodge. User gains +1 Melee Accuracy for each melee attack that they make each round. This stacks up to +1.
Rank 2: +1.5 Dodge, +5% damage. User gains +1 Melee Accuracy for each melee attack that they make each round. This stacks up to +2.
Rank 3: +2 Dodge, +10% damage. User gains +1 Melee Accuracy for each Taijutsu attack that they make each round. This stacks up to +3.

Note(s):
- Dance of the Willow's Accuracy bonus resets to +0 at the end of each round.

---

Ultimate Bone Defense- D-Rank Bloodline Buffing Taijutsu<i></i>
The Kaguya possess the ability to create and instant, tough armor of bone nearly instantly that covers them and helps prevent them from taking damage from nearly every kind of technique. However, this layer of bone does impair movement to a degree, but the defense is worth the trade off.

Rank 1: User gains 5% Damage Reduction and Bleeding has a -4% chance of success.
Rank 2: User gains 5% Damage Reduction and Bleeding has a -7% chance of success.
Rank 3: User gains 10% Damage Reduction and Bleeding has a -10% chance of success.

Costs:
Rank 1: 1.25 AP and 200 Cp to initiate, 100 Cp/Rnd
Rank 2: 1.25 AP and 250 Cp to initiate, 125 Cp/Rnd
Rank 3: 1.25 AP and 300 Cp to initiate, 150 Cp/Rnd

Notes:
- Ultimate Bone Defense is a Chakra Armor.

---

Dance of the Camellia - C-Rank Bloodline Taijutsu<i></i>
The second of five "dances" which the Kaguya Clan is famous for, the Dance of the Camellia is a series of attacks that are performed at varying speed, often times inter-mixed between their other attacks and "dances", disrupting an opponent's ability to perceive it. It is typically utilized as a continuous stream of attacks which is executed until the opponent makes a mistake and shows a weakness in their defense.

Rank 1: While active the user attacks one time for 800 damage at +2 Accuracy. Maintaining Dance of the Camellia causes the user to automatically repeat this attack at the beginning of each round it is maintained into.
Rank 2: While active the user attacks one time for 1000 damage at +2 Accuracy. Maintaining Dance of the Camellia causes the user to automatically repeat this attack at the beginning of each round it is maintained into.
Rank 3: While active the user attacks one time for 1200 damage at +2 Accuracy. Maintaining Dance of the Camellia causes the user to automatically repeat this attack at the beginning of each round it is maintained into.

Costs:
Rank 1: 1.75 Ap, 350 Cp to initiate, 175 Cp/Rnd
Rank 2: 1.75 Ap, 440 Cp to initiate, 220 Cp/Rnd
Rank 3: 1.75 Ap, 525 Cp to initiate, 265 Cp/Rnd

Notes:
- Dance of the Camellia can always be used with the user's Dead Bone Pulse weapons and shares a Damage Type with the weapon it is cast with.
- Dance of the Camellia may be used as a Called Shot and counts as an attack for the purposes of Dance of the Willow's stacking Accuracy Bonus.

---

Dance of the Larch - C-Rank Bloodline Buffing Taijutsu<i></i>
A gruesome ability in which razor-sharp bones pierce out of the user's body as a counter measure to being attacked, protecting them from physical harm, and damaging those who attack. Though this technique is useful for both offense and defense, the rapid extension of nearly every bone in the user's body makes it difficult to move.

Rank 1: Absorbs damage equal to 1212 HP. Melee attacks return 20% of the damage done by the opponent back on themselves as well.
Rank 2: Absorbs damage equal to 1515 HP. Melee attacks return 30% of the damage done by the opponent back on themselves as well.
Rank 3: Absorbs damage equal to 1818 HP. Melee attacks return 40% of the damage done by the opponent back on themselves as well.

Costs:
Rank 1: 1.75 Ap, 610 Cp
Rank 2: 1.75 Ap, 740 Cp
Rank 3: 1.75 Ap, 880 Cp

Notes:
- May be used reflexively.
- "Melee attack" is defined as any attack which uses Melee Accuracy.
- This skill may only be used once per round but lasts until bone Hp is depleted or the end of the round.
- Stacks with Ultimate Bone Defense and Skeletal Density

---

Dance of the Clemantis - B-Rank Bloodline Taijutsu
Removing their spine from their back as a part of the fourth "dance", the Kaguya creates a linked spear which is held together by chakra-enhanced cartilage giving it the flexibility of a rope but the strength of steel chains. Rumor has it that this fourth dance has a second, more deadly phase which is usually used as a follow-up to the first step.

Rank 1: Attempts to bind opponent at -5 Accuracy.
Rank 2: Attempts to bind opponent at -4 Accuracy.
Rank 3: Attempts to bind opponent at -3 Accuracy.

Special Action - Flower: May only be used if a target is currently bound. The user strikes the bound target with a huge bone spear and will automatically hit, dealing 1500 / 1875 / 2365 damage. The target is automatically freed from the bind afterward.

Costs:
Rank 1: 2.25 Ap, 560 Cp
Rank 2: 2.25 Ap, 700 Cp
Rank 3: 2.25 Ap, 840 Cp

Notes:
- Dance of the Clemantis is a Physical Bind. If the opponent is attacked while bound they are released from the bind but suffer a -3 Dodge penalty against the attack which freed them with exception to Dance of the Clemantis' Special Move (see above note).
- This jutsu's damage type mirrors the damage type of the weapon it is used with. It may be used with any weapon that utilizes Melee Accuracy.
- Bound opponents have at 15% chance to escape per 2 AP they use.

---

<U>Dance of the Seedling Fern - B-Rank Bloodline Non-elemental Ninjutsu<i></i>
Commonly thought to be the most fearsome technique to the Kaguya clan, this ability allows the Kaguya to flow a vast amount of calcium into the ground, supercharged with their chakra, which rapidly spreads across a large area and from there condenses into countless spines of sharp bone. Due to the chakra flowing through those spines the Kaguya is able to merge and move through them freely like a shark through water while their opponents are stymied and wounded by the grove of bone spikes.

Rank 1: Creates a vast forest of bone the covers the nearby region which attacks each participant in the battle except for the user 10 times at -1 Accuracy dealing 150 Physical damage per attack. In addition the Terrain Modifier counts as "Heavy Cover" for the user and they gain an additional +1 Stealth on top of that.
Rank 2: Creates a vast forest of bone the covers the nearby region which attacks each participant in the battle except for the user 10 times at -1 Accuracy dealing 165 Physical damage per attack. In addition the Terrain Modifier counts as "Heavy Cover" for the user and they gain an additional +1 Stealth on top of that.
Rank 3: Creates a vast forest of bone the covers the nearby region which attacks each participant in the battle except for the user 10 times at -1 Accuracy dealing 180 Physical damage per attack. In addition the Terrain Modifier counts as "Heavy Cover" for the user and they gain an additional +2 Stealth on top of that.

Costs:
Rank 1: 2.25 AP, 650 CP to initiate, 325 CP/rnd
Rank 2: 2.25 AP, 815 CP to initiate, 410 CP/rnd
Rank 3: 2.25 AP, 975 CP to initiate, 490 CP/rnd

Notes:
- The Terrain Modifier and additional Stealth Bonus apply for as long as Dance of the Seedling Fern is maintained but the attack portion of the jutsu happens only once per casting.
- Damage caused by Dance of the Seedling Fern is Physical Damage rather than Non-elemental Damage. As such it is subject to any effects which apply to Physical damage but not Physical Attacks as it is not a weapon attack. Likewise it is affected by effects which apply to Non-elemental Ninjutsu and Ninjutsu in general but not Non-elemental damage as it is still a Non-elemental Ninjutsu but does not deal any form of elemental damage.

---

All-Killing Ash Bones - A-Rank Bloodline Buffing Taijutsu<i></i>
All-Killing Ash Bones is the name of a technique which is the least well-known of those wielded by the Kaguya Clan due to the relative rarity of it among those that have it's Bloodline Limit. It is a technique which generates a special chakra-laden bone that infects living tissue with a degenerative effect that rots away their body at an aggressive pace.

Rank 1: User's next Taijutsu attack causes a degenerative effect on the target it hits causing them to suffer 50% of the damage they took from it at the beginning of each round for the next two rounds.
Rank 2: User's next Taijutsu attack causes a degenerative effect on the target it hits causing them to suffer 65% of the damage they took from it at the beginning of each round for the next two rounds.
Rank 3: User's next Taijutsu attack causes a degenerative effect on the target it hits causing them to suffer 80% of the damage they took from it at the beginning of each round for the next two rounds.

Costs:
Rank 1: 2.75 AP and 2250 CP
Rank 2: 2.75 AP and 2825 CP
Rank 3: 2.75 AP and 3375 CP

Notes:
- If the attack which All-Killing Ash Bones is affecting hits a barrier of any kind then All-Killing Ash Bones does not apply the degenerative effect to the target.
- The damage dealt by All-Killing Ash Bones's effect is not directly affected by effects which increase or decease damage. Such effects only apply to the attack which is used in conjunction with All-Killing Ash Bones (Ex: If a Taijutsu that does 1,000 damage is used with All-Killing Ash Bones against an opponent with 25% Damage Reduction then the 1,000 damage is reduced to 750 and All-Killing Ash Bones deals it's damage based off of that and the 25% Damage Reduction is not applied to the damage caused on subsequent turns by All-Killing Ash Bones).
- All-Killing Ash Bones deals 50%/65%/80% of the aggregate damage dealt by any multi-hitting jutsu it is used with.[/fontsize]
Weapon(s):
Weapons Galore purchase link: (If bought)
Equipment:
Slot 1: Approval Itemname
Slot 2: Approval Itemname
Slot 3: Approval Itemname
Slot 4(Gained by purchasing Item hoarder ASP card): Approval Itemname
Curse Seal(s):
**Requires Cursed Seal Ability/To have been sealed by someone with the ability**
Link to RP where obtained(if any):
Seal Name:
Effect(6 class points):
Class Accuracy-type raised:
(Duplicate code as needed)
Contracts:
Contract name:
Contract Approval link:
  • <Insert Class Name>
  • HP: (Creature's Mod 1 + User's Level) x User's Chakra Control
  • CP: (Creature's Mod 2 + User's Level) x User's Chakra Control
  • Class Bonus:
  • High:
  • Average:
  • Low:
Jutsu Sub-types:
1.
2.
3.
Jutsu List: (unlocked based on your summons rank.
4 E-Rank:
4 D-Rank:
4 C-Rank:
4 B-Rank:
6 A-Rank:
Abilities:
1.
2.(Unlocked at B-rank)
3.(Unlocked at S-rank)
Specialized Ability:
(paste code found under your contract's information here)
Kinjutsu:
Kinjutsu Name:Kensei

Kinjutsu Approval Link: https://ninpocho.com/viewtopic.php?f=366&t=59771
[fontsize="12"]Kensei
XZCxAVK.png

A forbidden practice that can only be accomplished through a mutual bond between a shinobi and their weapon. Almost all shinobi use weapons of some sort, and many specialize into a specific kind or even a single weapon. Some even have been known to form such a bond with their weapon that their weapons seem to take on trait themselves. These are the few Shinobi that have bonded with their weapon to such a degree, that their weapons share much more than a portion of the user's spirit, and the two have been intertwined forever. The Kensei refers to the bond between the Weapon and the wielder, and at times the weapon itself. Weapons strengthened by sharing the user's soul are much more powerful than their soulless counterparts, and are much more than simply tools for fighting.

Information
Prerequisites: Kinjutsu Application, 3 Ability Slots, B Rank

Effects:
  • When obtained the user selects one Custom Weapon in their inventory to become their "signature weapon" via their Dojo thread.
    • The user's signature weapon gains +1 Augment Slot.
    • For the cost of 1 AP the user may rearrange the Accuracy/Damage modifiers of their signature weapon or swap a single augment for another augment they have in their inventory. This may only be done once per round.
    • Unless specifically noted otherwise in the technique all Kensei techniques are considered a Taijutsu which corresponds to the weapon type of the user's signature weapon.
    • This Kinjutsu, all of its techniques, and its user are considered Spiritual<i></i>
[/fontsize]

[fontsize="12"]Force of Will - Passive Ability
jLHadQA.png

While not truly alive in the conventional sense the signature weapon of Kensei typically develop facets of human personalities which allows the semi-sentient weapon to aid their partner in overcoming situations where their senses have been compromised. This unfortunately for the weapon's partner can sometimes be a double-edged sword as along with those facimilies of personality also occasionally comes a sense of ego that must be contended with.

Information
Prerequisites
Kensei

Effect: User's signature weapon gains an independent sense of willpower. This grants it an independent Genjutsu Save statistic from the user's and allows it to use that Genjutsu Save to assist the user.
  • Signature weapon's Genjutsu Save is equal to the user's Genjutsu Save -5.
  • Any time an opponent targets the user with a Genjutsu they automatically target the user's signature weapon as well. If the signature weapon resists the opposing Genjutsu but the user fails then the user is automatically aware they are under a Genjutsu.
  • Once per round the user's signature weapon may attempt to dispel an opposing Genjutsu affecting the user costing the user 1 AP. This requires a Genjutsu Save against the opposing Genjutsu and if the signature weapon succeeds then the targeted Genjutsu is dispelled.

Note(s):
- Does not take up an Ability Slot.
- User must be aware they are under a Genjutsu in order for their signature weapon to attempt to dispel it.[/fontsize]

[fontsize="12"]Myriad Strike - Special Activated Ability
uJJMKkf.png

Due to the special bond that is developed, a Kensei will start becoming "one with the sword", in both a literal and a metaphorical sense. The Kensei is now able to flow from attack to attack, as if the sword was one with his body instead of just an extension of metal.

Information
Prerequisites
Kensei

Effect:
  • The user is able to link up to 4 AP worth of Taijutsu to be performed consecutively upon a single target, with each successful action giving the next +5% Damage and +1 Accuracy if successful.
  • The user pays normal Ap costs for each technique, however pays only 80% of any Cp costs.

Note:
- Does not take up an Ability Slot.
- Does not cost AP this only needs to be declared.
- The buff is only increased once for a Multi-Hitting Action, treating the action as if it were the same as a single strike attack.
- Bonuses last only for the remainder of the combo, and may only stack up to +3 Accuracy and +15% Damage.
- May be used once per round, User loses -1 Dodge for each action after the first, stacking up to -3 Dodge. This lasts the remainder of the round.
- Increase CP cost by 10% the round this is used.[/fontsize]

[fontsize="12"]Visceral Rend - B-Rank Taijutsu
QfGJ2pC.png

After transforming, the weapon becomes much more powerful. Now what would happen if the user tried to drive that weapon through the stomach of their opponent? Sounds like a party! That's what this technique is, an attempt to drive the weapon, even if it's a blunt weapon , straight through the opponent. If it is a bow type weapon, then the user fires a much larger arrow aimed directly at the stomach and attached to a string. Then the user pulls out the weapon/arrow. The results are pretty deadly. The technique itself, however, is incredibly exhausting.

Information
Prerequisites
Kensei, B-Rank

Rank 1: Strikes a single target dealing 1,725 Damage at -3 Accuracy. This jutsu has two 15% chances to inflict the 'Tear' effect.
Rank 2: Strikes a single target dealing 2,025 Damage at -2 Accuracy. This jutsu has two 18% chances to inflict the 'Tear' effect.
Rank 1 Cost: 625 Cp
Rank 2 Cost: 735 Cp

Notes:
- Accuracy and damage type is determined by the user's signature weapon.
- Visceral Rend's Accuracy is reduced by a further -2 Accuracy each time it is used in a round past the first.
- The 'Tear' effect raises the bleed level of a normal target and causes them to take half their Bleeding Damage, or disperses clones on a clone target.[/fontsize]

[fontsize="12"]Overwhelming Power - B-Rank Taijutsu
XeA97Ky.png

A Kensei's weapon is a fusion of both Taijutsu and Ninjutsu mastery creating the perfect storm of supernatural effects and martial might. It should come at no surprise that a Kensei is able to use their signature weapon to defeat the power of offensive techniques which are directed at them. Not so much an actual "technique" as it is simply throwing all of the combined force of their own power and the power of their signature weapon against an incoming attack, Kensei are able to simply overpower and diffuse offending attacks with their very determination.

Information
Prerequisites
Kensei

Rank 1: Allows the user to reflexively "attack" an opponent's offensive action at normal Accuracy. If the result of their Attack Roll is higher than the Attack Roll for the targeted attack then the attack is negated entirely. If the user's Attack Roll is not higher they are hit automatically by the targeted attack.
Master Rank: Allows the user to reflexively "attack" an opponent's offensive action at +2 Accuracy. If the result of their Attack Roll is higher than the Attack Roll for the targeted attack then the attack is negated entirely. If the user's Attack Roll is not higher they are hit automatically by the targeted attack.

Cost:
Rank 1: AP equal to the offensive action attacked's AP cost and CP equal to 80% of the offensive action being attack's CP cost
Master Rank: AP equal to the offensive action being attacked's AP cost and CP equal to 40% of the offensive action being attack's CP cost

Note:
- May be used to "attack" offensive actions targeting other players as well but if Overwhelming Power is used in that manner then it suffers a -5 Accuracy penalty at both ranks and they are not hit automatically if their Attack Roll is not higher.
- Overwhelming Power is resolved after passive Auto-Dodge/Miss rolls but before Activated Auto-Dodge techniques.[/fontsize]

[fontsize="12"]Omni-Flash - A-Rank Taijutsu
LezbnNK.png

As the Kensei weapon draws upon its soul-link with it's wielder and gains new, stronger abilities, so too does its limits to the skills being able to be performed. Once released into its upgraded form, the user and their weapon are able to perform new techniques unique to their bond. Taking many different shapes or forms, this technique is often a one-of-a-kind skill that cannot be replicated by any other shinobi, a unique mixture between Ninjutsu and Taijutsu. This makes recklessly challenging the wielder of a Kensei a dangerous decision, as one can never fully expect just what manner of techniques they are capable of unleashing.

Information
Prerequisites
Kensei

Rank 1: User can combine a Ninjutsu and a Taijutsu that they know up to B-Rank together. Omni-Flash deals damage equal to 75% of the total damage the combined jutsu would deal and inherits all effects, debuffs and Special Actions from both jutsu.
Master Rank: User can combine a Ninjutsu and a Taijutsu that they know up to A-Rank together. Omni-Flash deals damage equal to 75% of the total damage the combined jutsu would deal and inherits all effects, debuffs and Special Actions from both jutsu.

Cost:
Rank 1: AP equal to the AP cost of the higher AP jutsu +0.5 and 120% of the total combined CP cost.
Master Rank: AP equal to the AP cost of the higher AP jutsu +0.5 and 80% of the total combined CP cost.

Note:
- Omni-Flash is the same Damage and Accuracy type of Taijutsu as the user's signature weapon's primary Damage type and the Accuracy bonus/penalty for it is averaged out between the two combined jutsu's bonuses/penalties. In addition Omni-Flash receives bonuses/penalties from both appropriate Ninjutsu and Taijutsu-related effects.
- User must be wielding their signature weapon to cast Omni-Flash.
- Omni-Flash may only be cast once every three rounds and may never be used with any Bloodline or Core Ability jutsu.[/fontsize]

[fontsize="12"]Kindred Fusion - S-Rank Buffing Taijutsu
3YvvBEM.png

The peak of the Kensei's bond with it's wielder, this jutsu is a secret technique only capable of being performed by the user and their weapon. This technique allows the User to merge with their weapon, fusing into a new form the grants the user all of the abilities held by their Kensei. This form varies widely depending on the type of weapon wielded by the user, and its effects can range from simply razor sharp talons, to full-body shapeshifting that mimics the design of their weapon. While in this form, the user and their weapon literally fight as one, and share skills honed through an unbreakable bond.

Information
Prerequisites
Kensei, S-Rank, All other Kensei techniques

Master Rank: User and signature weapon fuse together. While fused the user's other Kensei abilities and jutsu are modified.
  • Signature weapon's Accuracy/Damage modifiers are changed to +2/+10% regardless of what they are normally.
  • The signature weapon's independent Genjutsu Save gained from Force of Will applies directly to the user. This means that any opposing Genjutsu must succeed against both Saves to affect the user but they may no longer use the 1 AP action to dispel Genjutsu already affecting them.
  • Omni-Flash may now be used once each round rather than once every three rounds.
Cost: 4.5 Ap, 4320 Cp to initiate. 2060 Cp/Rnd.

Note:
- Does not use handseals.
- User is still considered to be wielding their signature weapon while Kindred Fusion is active but they may cast jutsu which require handseals unimpeded and cannot be involuntarily separated from their weapon by any means.[/fontsize]
 
Willpower into Slot 12 of your abilities approved
Equipment/Inventory approved
Affinities approved (you can also declare MINORS for having half of something -- either elements or senses -- mastered or MAJORS if you have all mastered / half for AE

All approved
Kaguya Jikan said:
It was early afternoon as Jikan sat in meditation in his Dojo. He was oblivious to the world as he sought his inner sanctum. Willpower was the word of the day and he chanted it, silently and slowly. A sound body and sound mind were crucial to the way of the Shinobi and he prided himself on having both. Darkness was all that laid before him, that was until his father showed up. Making handseals, the father shot genjutsu into the mind of the meditating Jikan and he was instantly alerted. The darkness gave way to sluggish thinking and discombobulating movement. With one move he was on his feet with his hand grasping his dagger. "Rude" was all he said as he made a one handed seal to begin cancelling the negative affects. It took him minutes to weave out of his fathers Genjutsu before retaliating with some of his top shelf selections. "Nope! I concede!" Jikan laughed as he dropped the affects. "You started it, as you usually do." His father came closer and sat down. "I knew you'd catch on quickly while in meditation, it won't be as easy when you're in the field but that's my purpose, to train you to the best of my ability" A nod followed and Jikan relaxed his posture. "As you have since my conception, I'm grateful for it."

"I'm just glad to spend time with you, Jikan. I know that our position as Project and keeper is, well, difficult for me to handle. The sense of Giving up something I brought into this world, I don't know if I'll ever be able to do it." Jikan nodded, "Mother seems to have no problem with it." The father shrugged. "We have our guidelines, but I see you as more than just a project, some experiment. She just follows them better. She has feelings for you, as do I." Jikan nodded, "I can understand the sentiment, You both have been teachers and guides my entire life. I don't look forward to the day you two feel I need no more training." The Father put his hand on Jikan's shoulder. "Neither do I, Son. Neither do I."

[WC: 363]

Training Willpower For ASP Ability Slot. - https://www.ninpocho.com/viewtopic.php?f=213&t=143

Equipping:
Headset - https://ninpocho.com/viewtopic.php?f=797&t=53656#p270084
Kawarimi Target - https://ninpocho.com/viewtopic.php?f=798&t=53664#p270092
Signal Flare - https://ninpocho.com/viewtopic.php?f=798&t=53661#p270089

Assigning Elemental Affinity:
Major Water.
Minor Fire.


Dojo -- https://www.ninpocho.com/viewtopic.php?f=78&t=59895
Dojo Code:
  • Kaguya Jikan
  • Profile Link: https://www.ninpocho.com/viewtopic.php?f=77&t=59893
  • Training Link: https://www.ninpocho.com/viewtopic.php?f=79&t=59894
  • OCR/Character Creation Link: https://ninpocho.com/viewtopic.php?f=366&t=59771
  • In Character Rank: ANBU
  • Out of character rank: S-Rank
  • Elemental Affinities: See affinity section: Here

  • Character class:
    • Kaguya Prince
    • HP: (60+lvl) x stamina = 45,000
    • CP: (40+lvl) x chakra control = 33,000
    • Class Bonus: Kinjutsu
    • High: none
    • Average: Melee accuracy, Ranged Accuracy, Ninjutsu Accuracy, Genjutsu D.C
    • Low: none
  • Character class approval: https://ninpocho.com/viewtopic.php?f=366&t=59771
  • Class point card ASP purchase: Link
Abilities:
Core Ability/Bloodline:
Kaguya
Current Power Level: 3600
link to approved request thread/OCR/ https://ninpocho.com/viewtopic.php?f=366&t=59771
link to approved CA ability point distribution(CA only)
[fontsize="12"]A brutal and barbaric clan with its origins tracing into the earliest histories of Kirigakure, the Kaguya are a bloodthisty people born with an instinct that dictates a love of fighting and war. Their ability reflects their bloodlust, their gruesome power allowing the Kaguya to reshape and grow bones within their body to whichever shape they deem fit. Because of their morbid abilities and bloodlust, it is said that the Kaguya are a clan of demons, each one born as a living weapon destined for a life of violence. It is almost unheard of for a Kaguya to reach an old age and die a natural death, their clan believing that the only suitable death is to die in the midst of combat...among a sea of their slain enemies.

084 PL - Dead Bone Pulse (Rank 1)/Rapid Healing (Rank 1)
168 PL - Skeletal Density (Rank 1)
252 PL - Dance of the Willow (Rank 1)
336 PL - Ultimate Bone Defense (Rank 1)
420 PL - Dead Bone Pulse (Rank 2)
504 PL - Dance of the Willow (Rank 2)
588 PL - Rapid Healing (Rank 2), Dance of the Camellia (Rank 1)
672 PL - Skeletal Density (Rank 2), Dance of the Larch (Rank 1)
756 PL - Dead Bone Pulse (Rank 3), Ultimate Bone Defense (Rank 1)
840 PL - Dance of the Willow (Rank 3), Dance of the Larch (Rank 2)
924 PL - Dance of the Camellia (Rank 2)
1008 PL - Skeletal Density (Rank 3), Dance of the Larch (Rank 3)
1092 PL - Rapid Healing (Rank 3), Dance of the Camellia (Rank 3)
1176 PL - Ultimate Bone Defense (Rank 3)
1260 PL - Dance of the Clemantis (Rank 1)
1344 PL - Dance of the Seedling Fern (Rank 1)
1428 PL - Dance of the Clemantis (Rank 2)
1512 PL - All-Killing Ash Bones (Rank 1)
1596 PL - Dance of the Clemantis (Rank 3), Dance of the Seedling Fern (Rank 2)
1680 PL - Dance of the Seedling Fern (Rank 3), All-Killing Ash Bones (Rank 2)
1764 PL - All-Killing Ash Bones (Rank 3)

---

Dead Bone Pulse - Activated Passive</U><i></i>
Dead Bone Pulse is the trait from which all other Kaguya skills and techniques originate from. It describes a special power that those which inherit the Bloodline Limit of the clan possess to manipulate the characteristics of their skeletal structure to increase their durability, eject jagged weapons from their body or even fire high-speed projectiles.

Rank 1: User creates a weapon out of their own skeleton. This weapon automatically possesses the user's choice of augment between Anchor Boost which does not count against the weapon's total number of augments.
Rank 2: User creates a weapon out of their own skeleton. This weapon automatically possesses the user's choice of augment between Anchor Boost or Assault which does not count against the weapon's total number of augments.
Rank 3: User creates a weapon out of their own skeleton. This weapon automatically possesses the user's choice of augment between Anchor Boost, Assault or Barbed Teeth which does not count against the weapon's total number of augments.

Special Action: By adding the maintain cost of Dead Bone Pulse to their next Taijutsu attack the user may switch their choice of free augment applied to their weapon before the attack is made allowing the augment to affect that attack.

Cost: 1 AP and 100 CP + 100/rnd

Note(s):
- Dead Bone Pulse follows all of the rules for a Weapon Creation Jutsu even though it is not a jutsu.
- When using the Special Action to switch augments the newly selected augment stays active until the Special Action is used to switch to a different one.

---

Rapid Healing - Passive
The Kaguya's ability constantly punctures and shreds their flesh upon the removal of their bones, and though excruciatingly painful for younger members, the Kaguya naturally begin to shrug off this pain as their body begins to become accustomed to this wear and tear, their skin rapidly repairing any punctures or lacerations they may be afflicted with almost as quickly as they are cut.

Rank 1: Bleeding damage is reduced by -50% if they reach Bleeding Rank 4 and above. Each time the user perform a Bloodline Jutsu, they have a chance to immediately remove 1 Bleeding Rank inflicted during that round.
Rank 2: Bleeding damage is reduced by -50% if they reach Bleeding Rank 3 and above. Each time the user perform a Bloodline Jutsu, they have a chance to immediately remove 1 Bleeding Rank inflicted during that round.
Rank 3: Bleeding damage is reduced by -50% if they reach Bleeding Rank 2 and above. Each time the user perform a Bloodline Jutsu, they have a chance to immediately remove 1 Bleeding Rank inflicted during that round.

Notes:
- The chance to remove a Bleeding Rank is equal to 12% / 18% / 21% / 36% if D / C / B / A-Rank Bloodline Jutsu used.
- The user cannot remove Bleeding Ranks that were not inflicted during the current round through Rapid Healing.

---

Skeletal Density - Passive<i></i>
Born with high calcium levels and a unique bone strength, the Kaguya are incredibly resistant to nearly all forms of harm that may befall them. Though physical effects are far less effective against these graceful brutes, their resilience even protects them from other effects.

Rank 1: Called shots have a -4% chance of affecting the Kaguya.
Rank 2: Called shots have a -6% chance of affecting the Kaguya. All damage suffered by the user is reduced by 5%.
Rank 3: Called shots have a -8% chance of affecting the Kaguya. All damage suffered by the user is reduced by 10%.

---

Dance of the Willow - Bloodline Fighting Style
Despite their barbaric heritage, the Kaguya are a surprisingly graceful clan of fighters. Their style of fighting utilizes fluid movement to increase their fighting capabilities, not only quickly shifting and avoiding attacks, but each movement elegantly coordinated and effortless as if it were all part of a dance. A very lethal dance.

Rank 1: +1 Dodge. User gains +1 Melee Accuracy for each melee attack that they make each round. This stacks up to +1.
Rank 2: +1.5 Dodge, +5% damage. User gains +1 Melee Accuracy for each melee attack that they make each round. This stacks up to +2.
Rank 3: +2 Dodge, +10% damage. User gains +1 Melee Accuracy for each Taijutsu attack that they make each round. This stacks up to +3.

Note(s):
- Dance of the Willow's Accuracy bonus resets to +0 at the end of each round.

---

Ultimate Bone Defense- D-Rank Bloodline Buffing Taijutsu<i></i>
The Kaguya possess the ability to create and instant, tough armor of bone nearly instantly that covers them and helps prevent them from taking damage from nearly every kind of technique. However, this layer of bone does impair movement to a degree, but the defense is worth the trade off.

Rank 1: User gains 5% Damage Reduction and Bleeding has a -4% chance of success.
Rank 2: User gains 5% Damage Reduction and Bleeding has a -7% chance of success.
Rank 3: User gains 10% Damage Reduction and Bleeding has a -10% chance of success.

Costs:
Rank 1: 1.25 AP and 200 Cp to initiate, 100 Cp/Rnd
Rank 2: 1.25 AP and 250 Cp to initiate, 125 Cp/Rnd
Rank 3: 1.25 AP and 300 Cp to initiate, 150 Cp/Rnd

Notes:
- Ultimate Bone Defense is a Chakra Armor.

---

Dance of the Camellia - C-Rank Bloodline Taijutsu<i></i>
The second of five "dances" which the Kaguya Clan is famous for, the Dance of the Camellia is a series of attacks that are performed at varying speed, often times inter-mixed between their other attacks and "dances", disrupting an opponent's ability to perceive it. It is typically utilized as a continuous stream of attacks which is executed until the opponent makes a mistake and shows a weakness in their defense.

Rank 1: While active the user attacks one time for 800 damage at +2 Accuracy. Maintaining Dance of the Camellia causes the user to automatically repeat this attack at the beginning of each round it is maintained into.
Rank 2: While active the user attacks one time for 1000 damage at +2 Accuracy. Maintaining Dance of the Camellia causes the user to automatically repeat this attack at the beginning of each round it is maintained into.
Rank 3: While active the user attacks one time for 1200 damage at +2 Accuracy. Maintaining Dance of the Camellia causes the user to automatically repeat this attack at the beginning of each round it is maintained into.

Costs:
Rank 1: 1.75 Ap, 350 Cp to initiate, 175 Cp/Rnd
Rank 2: 1.75 Ap, 440 Cp to initiate, 220 Cp/Rnd
Rank 3: 1.75 Ap, 525 Cp to initiate, 265 Cp/Rnd

Notes:
- Dance of the Camellia can always be used with the user's Dead Bone Pulse weapons and shares a Damage Type with the weapon it is cast with.
- Dance of the Camellia may be used as a Called Shot and counts as an attack for the purposes of Dance of the Willow's stacking Accuracy Bonus.

---

Dance of the Larch - C-Rank Bloodline Buffing Taijutsu<i></i>
A gruesome ability in which razor-sharp bones pierce out of the user's body as a counter measure to being attacked, protecting them from physical harm, and damaging those who attack. Though this technique is useful for both offense and defense, the rapid extension of nearly every bone in the user's body makes it difficult to move.

Rank 1: Absorbs damage equal to 1212 HP. Melee attacks return 20% of the damage done by the opponent back on themselves as well.
Rank 2: Absorbs damage equal to 1515 HP. Melee attacks return 30% of the damage done by the opponent back on themselves as well.
Rank 3: Absorbs damage equal to 1818 HP. Melee attacks return 40% of the damage done by the opponent back on themselves as well.

Costs:
Rank 1: 1.75 Ap, 610 Cp
Rank 2: 1.75 Ap, 740 Cp
Rank 3: 1.75 Ap, 880 Cp

Notes:
- May be used reflexively.
- "Melee attack" is defined as any attack which uses Melee Accuracy.
- This skill may only be used once per round but lasts until bone Hp is depleted or the end of the round.
- Stacks with Ultimate Bone Defense and Skeletal Density

---

Dance of the Clemantis - B-Rank Bloodline Taijutsu
Removing their spine from their back as a part of the fourth "dance", the Kaguya creates a linked spear which is held together by chakra-enhanced cartilage giving it the flexibility of a rope but the strength of steel chains. Rumor has it that this fourth dance has a second, more deadly phase which is usually used as a follow-up to the first step.

Rank 1: Attempts to bind opponent at -5 Accuracy.
Rank 2: Attempts to bind opponent at -4 Accuracy.
Rank 3: Attempts to bind opponent at -3 Accuracy.

Special Action - Flower: May only be used if a target is currently bound. The user strikes the bound target with a huge bone spear and will automatically hit, dealing 1500 / 1875 / 2365 damage. The target is automatically freed from the bind afterward.

Costs:
Rank 1: 2.25 Ap, 560 Cp
Rank 2: 2.25 Ap, 700 Cp
Rank 3: 2.25 Ap, 840 Cp

Notes:
- Dance of the Clemantis is a Physical Bind. If the opponent is attacked while bound they are released from the bind but suffer a -3 Dodge penalty against the attack which freed them with exception to Dance of the Clemantis' Special Move (see above note).
- This jutsu's damage type mirrors the damage type of the weapon it is used with. It may be used with any weapon that utilizes Melee Accuracy.
- Bound opponents have at 15% chance to escape per 2 AP they use.

---

<U>Dance of the Seedling Fern - B-Rank Bloodline Non-elemental Ninjutsu<i></i>
Commonly thought to be the most fearsome technique to the Kaguya clan, this ability allows the Kaguya to flow a vast amount of calcium into the ground, supercharged with their chakra, which rapidly spreads across a large area and from there condenses into countless spines of sharp bone. Due to the chakra flowing through those spines the Kaguya is able to merge and move through them freely like a shark through water while their opponents are stymied and wounded by the grove of bone spikes.

Rank 1: Creates a vast forest of bone the covers the nearby region which attacks each participant in the battle except for the user 10 times at -1 Accuracy dealing 150 Physical damage per attack. In addition the Terrain Modifier counts as "Heavy Cover" for the user and they gain an additional +1 Stealth on top of that.
Rank 2: Creates a vast forest of bone the covers the nearby region which attacks each participant in the battle except for the user 10 times at -1 Accuracy dealing 165 Physical damage per attack. In addition the Terrain Modifier counts as "Heavy Cover" for the user and they gain an additional +1 Stealth on top of that.
Rank 3: Creates a vast forest of bone the covers the nearby region which attacks each participant in the battle except for the user 10 times at -1 Accuracy dealing 180 Physical damage per attack. In addition the Terrain Modifier counts as "Heavy Cover" for the user and they gain an additional +2 Stealth on top of that.

Costs:
Rank 1: 2.25 AP, 650 CP to initiate, 325 CP/rnd
Rank 2: 2.25 AP, 815 CP to initiate, 410 CP/rnd
Rank 3: 2.25 AP, 975 CP to initiate, 490 CP/rnd

Notes:
- The Terrain Modifier and additional Stealth Bonus apply for as long as Dance of the Seedling Fern is maintained but the attack portion of the jutsu happens only once per casting.
- Damage caused by Dance of the Seedling Fern is Physical Damage rather than Non-elemental Damage. As such it is subject to any effects which apply to Physical damage but not Physical Attacks as it is not a weapon attack. Likewise it is affected by effects which apply to Non-elemental Ninjutsu and Ninjutsu in general but not Non-elemental damage as it is still a Non-elemental Ninjutsu but does not deal any form of elemental damage.

---

All-Killing Ash Bones - A-Rank Bloodline Buffing Taijutsu<i></i>
All-Killing Ash Bones is the name of a technique which is the least well-known of those wielded by the Kaguya Clan due to the relative rarity of it among those that have it's Bloodline Limit. It is a technique which generates a special chakra-laden bone that infects living tissue with a degenerative effect that rots away their body at an aggressive pace.

Rank 1: User's next Taijutsu attack causes a degenerative effect on the target it hits causing them to suffer 50% of the damage they took from it at the beginning of each round for the next two rounds.
Rank 2: User's next Taijutsu attack causes a degenerative effect on the target it hits causing them to suffer 65% of the damage they took from it at the beginning of each round for the next two rounds.
Rank 3: User's next Taijutsu attack causes a degenerative effect on the target it hits causing them to suffer 80% of the damage they took from it at the beginning of each round for the next two rounds.

Costs:
Rank 1: 2.75 AP and 2250 CP
Rank 2: 2.75 AP and 2825 CP
Rank 3: 2.75 AP and 3375 CP

Notes:
- If the attack which All-Killing Ash Bones is affecting hits a barrier of any kind then All-Killing Ash Bones does not apply the degenerative effect to the target.
- The damage dealt by All-Killing Ash Bones's effect is not directly affected by effects which increase or decease damage. Such effects only apply to the attack which is used in conjunction with All-Killing Ash Bones (Ex: If a Taijutsu that does 1,000 damage is used with All-Killing Ash Bones against an opponent with 25% Damage Reduction then the 1,000 damage is reduced to 750 and All-Killing Ash Bones deals it's damage based off of that and the 25% Damage Reduction is not applied to the damage caused on subsequent turns by All-Killing Ash Bones).
- All-Killing Ash Bones deals 50%/65%/80% of the aggregate damage dealt by any multi-hitting jutsu it is used with.[/fontsize]
Weapon(s):
Weapons Galore purchase link: (If bought)
Equipment:
Slot 1: Approval Itemname
Slot 2: Approval Itemname
Slot 3: Approval Itemname
Slot 4(Gained by purchasing Item hoarder ASP card): Approval Itemname
Curse Seal(s):
**Requires Cursed Seal Ability/To have been sealed by someone with the ability**
Link to RP where obtained(if any):
Seal Name:
Effect(6 class points):
Class Accuracy-type raised:
(Duplicate code as needed)
Contracts:
Contract name:
Contract Approval link:
  • <Insert Class Name>
  • HP: (Creature's Mod 1 + User's Level) x User's Chakra Control
  • CP: (Creature's Mod 2 + User's Level) x User's Chakra Control
  • Class Bonus:
  • High:
  • Average:
  • Low:
Jutsu Sub-types:
1.
2.
3.
Jutsu List: (unlocked based on your summons rank.
4 E-Rank:
4 D-Rank:
4 C-Rank:
4 B-Rank:
6 A-Rank:
Abilities:
1.
2.(Unlocked at B-rank)
3.(Unlocked at S-rank)
Specialized Ability:
(paste code found under your contract's information here)
Kinjutsu:
Kinjutsu Name:Kensei

Kinjutsu Approval Link: https://ninpocho.com/viewtopic.php?f=366&t=59771
[fontsize="12"]Kensei
XZCxAVK.png

A forbidden practice that can only be accomplished through a mutual bond between a shinobi and their weapon. Almost all shinobi use weapons of some sort, and many specialize into a specific kind or even a single weapon. Some even have been known to form such a bond with their weapon that their weapons seem to take on trait themselves. These are the few Shinobi that have bonded with their weapon to such a degree, that their weapons share much more than a portion of the user's spirit, and the two have been intertwined forever. The Kensei refers to the bond between the Weapon and the wielder, and at times the weapon itself. Weapons strengthened by sharing the user's soul are much more powerful than their soulless counterparts, and are much more than simply tools for fighting.

Information
Prerequisites: Kinjutsu Application, 3 Ability Slots, B Rank

Effects:
  • When obtained the user selects one Custom Weapon in their inventory to become their "signature weapon" via their Dojo thread.
    • The user's signature weapon gains +1 Augment Slot.
    • For the cost of 1 AP the user may rearrange the Accuracy/Damage modifiers of their signature weapon or swap a single augment for another augment they have in their inventory. This may only be done once per round.
    • Unless specifically noted otherwise in the technique all Kensei techniques are considered a Taijutsu which corresponds to the weapon type of the user's signature weapon.
    • This Kinjutsu, all of its techniques, and its user are considered Spiritual<i></i>
[/fontsize]

[fontsize="12"]Force of Will - Passive Ability
jLHadQA.png

While not truly alive in the conventional sense the signature weapon of Kensei typically develop facets of human personalities which allows the semi-sentient weapon to aid their partner in overcoming situations where their senses have been compromised. This unfortunately for the weapon's partner can sometimes be a double-edged sword as along with those facimilies of personality also occasionally comes a sense of ego that must be contended with.

Information
Prerequisites
Kensei

Effect: User's signature weapon gains an independent sense of willpower. This grants it an independent Genjutsu Save statistic from the user's and allows it to use that Genjutsu Save to assist the user.
  • Signature weapon's Genjutsu Save is equal to the user's Genjutsu Save -5.
  • Any time an opponent targets the user with a Genjutsu they automatically target the user's signature weapon as well. If the signature weapon resists the opposing Genjutsu but the user fails then the user is automatically aware they are under a Genjutsu.
  • Once per round the user's signature weapon may attempt to dispel an opposing Genjutsu affecting the user costing the user 1 AP. This requires a Genjutsu Save against the opposing Genjutsu and if the signature weapon succeeds then the targeted Genjutsu is dispelled.

Note(s):
- Does not take up an Ability Slot.
- User must be aware they are under a Genjutsu in order for their signature weapon to attempt to dispel it.[/fontsize]

[fontsize="12"]Myriad Strike - Special Activated Ability
uJJMKkf.png

Due to the special bond that is developed, a Kensei will start becoming "one with the sword", in both a literal and a metaphorical sense. The Kensei is now able to flow from attack to attack, as if the sword was one with his body instead of just an extension of metal.

Information
Prerequisites
Kensei

Effect:
  • The user is able to link up to 4 AP worth of Taijutsu to be performed consecutively upon a single target, with each successful action giving the next +5% Damage and +1 Accuracy if successful.
  • The user pays normal Ap costs for each technique, however pays only 80% of any Cp costs.

Note:
- Does not take up an Ability Slot.
- Does not cost AP this only needs to be declared.
- The buff is only increased once for a Multi-Hitting Action, treating the action as if it were the same as a single strike attack.
- Bonuses last only for the remainder of the combo, and may only stack up to +3 Accuracy and +15% Damage.
- May be used once per round, User loses -1 Dodge for each action after the first, stacking up to -3 Dodge. This lasts the remainder of the round.
- Increase CP cost by 10% the round this is used.[/fontsize]

[fontsize="12"]Visceral Rend - B-Rank Taijutsu
QfGJ2pC.png

After transforming, the weapon becomes much more powerful. Now what would happen if the user tried to drive that weapon through the stomach of their opponent? Sounds like a party! That's what this technique is, an attempt to drive the weapon, even if it's a blunt weapon , straight through the opponent. If it is a bow type weapon, then the user fires a much larger arrow aimed directly at the stomach and attached to a string. Then the user pulls out the weapon/arrow. The results are pretty deadly. The technique itself, however, is incredibly exhausting.

Information
Prerequisites
Kensei, B-Rank

Rank 1: Strikes a single target dealing 1,725 Damage at -3 Accuracy. This jutsu has two 15% chances to inflict the 'Tear' effect.
Rank 2: Strikes a single target dealing 2,025 Damage at -2 Accuracy. This jutsu has two 18% chances to inflict the 'Tear' effect.
Rank 1 Cost: 625 Cp
Rank 2 Cost: 735 Cp

Notes:
- Accuracy and damage type is determined by the user's signature weapon.
- Visceral Rend's Accuracy is reduced by a further -2 Accuracy each time it is used in a round past the first.
- The 'Tear' effect raises the bleed level of a normal target and causes them to take half their Bleeding Damage, or disperses clones on a clone target.[/fontsize]

[fontsize="12"]Overwhelming Power - B-Rank Taijutsu
XeA97Ky.png

A Kensei's weapon is a fusion of both Taijutsu and Ninjutsu mastery creating the perfect storm of supernatural effects and martial might. It should come at no surprise that a Kensei is able to use their signature weapon to defeat the power of offensive techniques which are directed at them. Not so much an actual "technique" as it is simply throwing all of the combined force of their own power and the power of their signature weapon against an incoming attack, Kensei are able to simply overpower and diffuse offending attacks with their very determination.

Information
Prerequisites
Kensei

Rank 1: Allows the user to reflexively "attack" an opponent's offensive action at normal Accuracy. If the result of their Attack Roll is higher than the Attack Roll for the targeted attack then the attack is negated entirely. If the user's Attack Roll is not higher they are hit automatically by the targeted attack.
Master Rank: Allows the user to reflexively "attack" an opponent's offensive action at +2 Accuracy. If the result of their Attack Roll is higher than the Attack Roll for the targeted attack then the attack is negated entirely. If the user's Attack Roll is not higher they are hit automatically by the targeted attack.

Cost:
Rank 1: AP equal to the offensive action attacked's AP cost and CP equal to 80% of the offensive action being attack's CP cost
Master Rank: AP equal to the offensive action being attacked's AP cost and CP equal to 40% of the offensive action being attack's CP cost

Note:
- May be used to "attack" offensive actions targeting other players as well but if Overwhelming Power is used in that manner then it suffers a -5 Accuracy penalty at both ranks and they are not hit automatically if their Attack Roll is not higher.
- Overwhelming Power is resolved after passive Auto-Dodge/Miss rolls but before Activated Auto-Dodge techniques.[/fontsize]

[fontsize="12"]Omni-Flash - A-Rank Taijutsu
LezbnNK.png

As the Kensei weapon draws upon its soul-link with it's wielder and gains new, stronger abilities, so too does its limits to the skills being able to be performed. Once released into its upgraded form, the user and their weapon are able to perform new techniques unique to their bond. Taking many different shapes or forms, this technique is often a one-of-a-kind skill that cannot be replicated by any other shinobi, a unique mixture between Ninjutsu and Taijutsu. This makes recklessly challenging the wielder of a Kensei a dangerous decision, as one can never fully expect just what manner of techniques they are capable of unleashing.

Information
Prerequisites
Kensei

Rank 1: User can combine a Ninjutsu and a Taijutsu that they know up to B-Rank together. Omni-Flash deals damage equal to 75% of the total damage the combined jutsu would deal and inherits all effects, debuffs and Special Actions from both jutsu.
Master Rank: User can combine a Ninjutsu and a Taijutsu that they know up to A-Rank together. Omni-Flash deals damage equal to 75% of the total damage the combined jutsu would deal and inherits all effects, debuffs and Special Actions from both jutsu.

Cost:
Rank 1: AP equal to the AP cost of the higher AP jutsu +0.5 and 120% of the total combined CP cost.
Master Rank: AP equal to the AP cost of the higher AP jutsu +0.5 and 80% of the total combined CP cost.

Note:
- Omni-Flash is the same Damage and Accuracy type of Taijutsu as the user's signature weapon's primary Damage type and the Accuracy bonus/penalty for it is averaged out between the two combined jutsu's bonuses/penalties. In addition Omni-Flash receives bonuses/penalties from both appropriate Ninjutsu and Taijutsu-related effects.
- User must be wielding their signature weapon to cast Omni-Flash.
- Omni-Flash may only be cast once every three rounds and may never be used with any Bloodline or Core Ability jutsu.[/fontsize]

[fontsize="12"]Kindred Fusion - S-Rank Buffing Taijutsu
3YvvBEM.png

The peak of the Kensei's bond with it's wielder, this jutsu is a secret technique only capable of being performed by the user and their weapon. This technique allows the User to merge with their weapon, fusing into a new form the grants the user all of the abilities held by their Kensei. This form varies widely depending on the type of weapon wielded by the user, and its effects can range from simply razor sharp talons, to full-body shapeshifting that mimics the design of their weapon. While in this form, the user and their weapon literally fight as one, and share skills honed through an unbreakable bond.

Information
Prerequisites
Kensei, S-Rank, All other Kensei techniques

Master Rank: User and signature weapon fuse together. While fused the user's other Kensei abilities and jutsu are modified.
  • Signature weapon's Accuracy/Damage modifiers are changed to +2/+10% regardless of what they are normally.
  • The signature weapon's independent Genjutsu Save gained from Force of Will applies directly to the user. This means that any opposing Genjutsu must succeed against both Saves to affect the user but they may no longer use the 1 AP action to dispel Genjutsu already affecting them.
  • Omni-Flash may now be used once each round rather than once every three rounds.
Cost: 4.5 Ap, 4320 Cp to initiate. 2060 Cp/Rnd.

Note:
- Does not use handseals.
- User is still considered to be wielding their signature weapon while Kindred Fusion is active but they may cast jutsu which require handseals unimpeded and cannot be involuntarily separated from their weapon by any means.[/fontsize]
 
Jikan thrust out another jagged bone from his skin with a reckless look in his eye. As it popped out he grabbed it and flung it into the Dojo's southern wall. As the bone struck the wall and let out a thud he jettisoned towards another training dummy set up in the middle of the room. Rushing his target, Jikan pulled out his dagger and went to make a slashing motion, an ache and pain struck him quickly, it emanated from Keri and he got the idea she didn't like being slung around like a sword. Jumping back to the northern wall Jikan crossed his arm and went to throw the dagger, again pain and ache radiated through his wielding hand. Quickly he shook off the pain and went in for a quick attack, Keri slowed him and he made two piercing strikes that connected on the vital organs of the training dummy. "So you like to pierce..." Jikan produced a whetstone and began gently sharpening his dagger. "I like to pierce too. I see a good future for us Keri." She gleamed in the sun pouring in from the western shades. Slowly and meaningfully he sheathed her and thought of all the things he was going to pierce.

WC: 209

Switching Weapon Mastery from Slashing to Piercing
Ability name: Weapon Mastery - Slashing
Ability link: https://ninpocho.com/viewtopic.php?f=213&t=5386


Need to switch weapon from slashing to piercing.
  • *Primary Kensei Weapon*
    • Name: Keri
    • Damage Type: Piercing
    • Damage Modifiers: 10% Damage
    • Accuracy Modifiers: -2 Accuracy
    • Description: A pink serpentine spear tip used as a piercing dagger.
    • Augment 1: Swift
    • Augment 2: Free flow Unlocked at D-rank
    • Augment 3: Barbed Teeth Unlocked at B-rank
    • Augment 4: Vengeance Unlocked at Kensei Kinjutsu
    </LIST>


  • Unlocking Vapor Advanced Element with Major Water + Minor Fire

    Dojo Code:
    • Kaguya Jikan
    • Profile Link: https://www.ninpocho.com/viewtopic.php?f=77&t=59893
    • Training Link: https://www.ninpocho.com/viewtopic.php?f=79&t=59894
    • OCR/Character Creation Link: https://ninpocho.com/viewtopic.php?f=366&t=59771
    • In Character Rank: ANBU
    • Out of character rank: S-Rank
    • Elemental Affinities: Major Water - Minor Fire | Affinity section: Here

    • Character class:
      • Kaguya Prince
      • HP: (60+lvl) x stamina = 45,000
      • CP: (40+lvl) x chakra control = 33,000
      • Class Bonus: Kinjutsu
      • High: none
      • Average: Melee accuracy, Ranged Accuracy, Ninjutsu Accuracy, Genjutsu D.C
      • Low: none
    • Character class approval: https://ninpocho.com/viewtopic.php?f=366&t=59771
    • Class point card ASP purchase: Link
    Abilities:
    Core Ability/Bloodline:
    Kaguya
    Current Power Level: 3600
    link to approved request thread/OCR/ https://ninpocho.com/viewtopic.php?f=366&t=59771
    link to approved CA ability point distribution(CA only)
    [fontsize="12"]A brutal and barbaric clan with its origins tracing into the earliest histories of Kirigakure, the Kaguya are a bloodthisty people born with an instinct that dictates a love of fighting and war. Their ability reflects their bloodlust, their gruesome power allowing the Kaguya to reshape and grow bones within their body to whichever shape they deem fit. Because of their morbid abilities and bloodlust, it is said that the Kaguya are a clan of demons, each one born as a living weapon destined for a life of violence. It is almost unheard of for a Kaguya to reach an old age and die a natural death, their clan believing that the only suitable death is to die in the midst of combat...among a sea of their slain enemies.

    084 PL - Dead Bone Pulse (Rank 1)/Rapid Healing (Rank 1)
    168 PL - Skeletal Density (Rank 1)
    252 PL - Dance of the Willow (Rank 1)
    336 PL - Ultimate Bone Defense (Rank 1)
    420 PL - Dead Bone Pulse (Rank 2)
    504 PL - Dance of the Willow (Rank 2)
    588 PL - Rapid Healing (Rank 2), Dance of the Camellia (Rank 1)
    672 PL - Skeletal Density (Rank 2), Dance of the Larch (Rank 1)
    756 PL - Dead Bone Pulse (Rank 3), Ultimate Bone Defense (Rank 1)
    840 PL - Dance of the Willow (Rank 3), Dance of the Larch (Rank 2)
    924 PL - Dance of the Camellia (Rank 2)
    1008 PL - Skeletal Density (Rank 3), Dance of the Larch (Rank 3)
    1092 PL - Rapid Healing (Rank 3), Dance of the Camellia (Rank 3)
    1176 PL - Ultimate Bone Defense (Rank 3)
    1260 PL - Dance of the Clemantis (Rank 1)
    1344 PL - Dance of the Seedling Fern (Rank 1)
    1428 PL - Dance of the Clemantis (Rank 2)
    1512 PL - All-Killing Ash Bones (Rank 1)
    1596 PL - Dance of the Clemantis (Rank 3), Dance of the Seedling Fern (Rank 2)
    1680 PL - Dance of the Seedling Fern (Rank 3), All-Killing Ash Bones (Rank 2)
    1764 PL - All-Killing Ash Bones (Rank 3)

    ---

    Dead Bone Pulse - Activated Passive</U><i></i>
    Dead Bone Pulse is the trait from which all other Kaguya skills and techniques originate from. It describes a special power that those which inherit the Bloodline Limit of the clan possess to manipulate the characteristics of their skeletal structure to increase their durability, eject jagged weapons from their body or even fire high-speed projectiles.

    Rank 1: User creates a weapon out of their own skeleton. This weapon automatically possesses the user's choice of augment between Anchor Boost which does not count against the weapon's total number of augments.
    Rank 2: User creates a weapon out of their own skeleton. This weapon automatically possesses the user's choice of augment between Anchor Boost or Assault which does not count against the weapon's total number of augments.
    Rank 3: User creates a weapon out of their own skeleton. This weapon automatically possesses the user's choice of augment between Anchor Boost, Assault or Barbed Teeth which does not count against the weapon's total number of augments.

    Special Action: By adding the maintain cost of Dead Bone Pulse to their next Taijutsu attack the user may switch their choice of free augment applied to their weapon before the attack is made allowing the augment to affect that attack.

    Cost: 1 AP and 100 CP + 100/rnd

    Note(s):
    - Dead Bone Pulse follows all of the rules for a Weapon Creation Jutsu even though it is not a jutsu.
    - When using the Special Action to switch augments the newly selected augment stays active until the Special Action is used to switch to a different one.

    ---

    Rapid Healing - Passive
    The Kaguya's ability constantly punctures and shreds their flesh upon the removal of their bones, and though excruciatingly painful for younger members, the Kaguya naturally begin to shrug off this pain as their body begins to become accustomed to this wear and tear, their skin rapidly repairing any punctures or lacerations they may be afflicted with almost as quickly as they are cut.

    Rank 1: Bleeding damage is reduced by -50% if they reach Bleeding Rank 4 and above. Each time the user perform a Bloodline Jutsu, they have a chance to immediately remove 1 Bleeding Rank inflicted during that round.
    Rank 2: Bleeding damage is reduced by -50% if they reach Bleeding Rank 3 and above. Each time the user perform a Bloodline Jutsu, they have a chance to immediately remove 1 Bleeding Rank inflicted during that round.
    Rank 3: Bleeding damage is reduced by -50% if they reach Bleeding Rank 2 and above. Each time the user perform a Bloodline Jutsu, they have a chance to immediately remove 1 Bleeding Rank inflicted during that round.

    Notes:
    - The chance to remove a Bleeding Rank is equal to 12% / 18% / 21% / 36% if D / C / B / A-Rank Bloodline Jutsu used.
    - The user cannot remove Bleeding Ranks that were not inflicted during the current round through Rapid Healing.

    ---

    Skeletal Density - Passive<i></i>
    Born with high calcium levels and a unique bone strength, the Kaguya are incredibly resistant to nearly all forms of harm that may befall them. Though physical effects are far less effective against these graceful brutes, their resilience even protects them from other effects.

    Rank 1: Called shots have a -4% chance of affecting the Kaguya.
    Rank 2: Called shots have a -6% chance of affecting the Kaguya. All damage suffered by the user is reduced by 5%.
    Rank 3: Called shots have a -8% chance of affecting the Kaguya. All damage suffered by the user is reduced by 10%.

    ---

    Dance of the Willow - Bloodline Fighting Style
    Despite their barbaric heritage, the Kaguya are a surprisingly graceful clan of fighters. Their style of fighting utilizes fluid movement to increase their fighting capabilities, not only quickly shifting and avoiding attacks, but each movement elegantly coordinated and effortless as if it were all part of a dance. A very lethal dance.

    Rank 1: +1 Dodge. User gains +1 Melee Accuracy for each melee attack that they make each round. This stacks up to +1.
    Rank 2: +1.5 Dodge, +5% damage. User gains +1 Melee Accuracy for each melee attack that they make each round. This stacks up to +2.
    Rank 3: +2 Dodge, +10% damage. User gains +1 Melee Accuracy for each Taijutsu attack that they make each round. This stacks up to +3.

    Note(s):
    - Dance of the Willow's Accuracy bonus resets to +0 at the end of each round.

    ---

    Ultimate Bone Defense- D-Rank Bloodline Buffing Taijutsu<i></i>
    The Kaguya possess the ability to create and instant, tough armor of bone nearly instantly that covers them and helps prevent them from taking damage from nearly every kind of technique. However, this layer of bone does impair movement to a degree, but the defense is worth the trade off.

    Rank 1: User gains 5% Damage Reduction and Bleeding has a -4% chance of success.
    Rank 2: User gains 5% Damage Reduction and Bleeding has a -7% chance of success.
    Rank 3: User gains 10% Damage Reduction and Bleeding has a -10% chance of success.

    Costs:
    Rank 1: 1.25 AP and 200 Cp to initiate, 100 Cp/Rnd
    Rank 2: 1.25 AP and 250 Cp to initiate, 125 Cp/Rnd
    Rank 3: 1.25 AP and 300 Cp to initiate, 150 Cp/Rnd

    Notes:
    - Ultimate Bone Defense is a Chakra Armor.

    ---

    Dance of the Camellia - C-Rank Bloodline Taijutsu<i></i>
    The second of five "dances" which the Kaguya Clan is famous for, the Dance of the Camellia is a series of attacks that are performed at varying speed, often times inter-mixed between their other attacks and "dances", disrupting an opponent's ability to perceive it. It is typically utilized as a continuous stream of attacks which is executed until the opponent makes a mistake and shows a weakness in their defense.

    Rank 1: While active the user attacks one time for 800 damage at +2 Accuracy. Maintaining Dance of the Camellia causes the user to automatically repeat this attack at the beginning of each round it is maintained into.
    Rank 2: While active the user attacks one time for 1000 damage at +2 Accuracy. Maintaining Dance of the Camellia causes the user to automatically repeat this attack at the beginning of each round it is maintained into.
    Rank 3: While active the user attacks one time for 1200 damage at +2 Accuracy. Maintaining Dance of the Camellia causes the user to automatically repeat this attack at the beginning of each round it is maintained into.

    Costs:
    Rank 1: 1.75 Ap, 350 Cp to initiate, 175 Cp/Rnd
    Rank 2: 1.75 Ap, 440 Cp to initiate, 220 Cp/Rnd
    Rank 3: 1.75 Ap, 525 Cp to initiate, 265 Cp/Rnd

    Notes:
    - Dance of the Camellia can always be used with the user's Dead Bone Pulse weapons and shares a Damage Type with the weapon it is cast with.
    - Dance of the Camellia may be used as a Called Shot and counts as an attack for the purposes of Dance of the Willow's stacking Accuracy Bonus.

    ---

    Dance of the Larch - C-Rank Bloodline Buffing Taijutsu<i></i>
    A gruesome ability in which razor-sharp bones pierce out of the user's body as a counter measure to being attacked, protecting them from physical harm, and damaging those who attack. Though this technique is useful for both offense and defense, the rapid extension of nearly every bone in the user's body makes it difficult to move.

    Rank 1: Absorbs damage equal to 1212 HP. Melee attacks return 20% of the damage done by the opponent back on themselves as well.
    Rank 2: Absorbs damage equal to 1515 HP. Melee attacks return 30% of the damage done by the opponent back on themselves as well.
    Rank 3: Absorbs damage equal to 1818 HP. Melee attacks return 40% of the damage done by the opponent back on themselves as well.

    Costs:
    Rank 1: 1.75 Ap, 610 Cp
    Rank 2: 1.75 Ap, 740 Cp
    Rank 3: 1.75 Ap, 880 Cp

    Notes:
    - May be used reflexively.
    - "Melee attack" is defined as any attack which uses Melee Accuracy.
    - This skill may only be used once per round but lasts until bone Hp is depleted or the end of the round.
    - Stacks with Ultimate Bone Defense and Skeletal Density

    ---

    Dance of the Clemantis - B-Rank Bloodline Taijutsu
    Removing their spine from their back as a part of the fourth "dance", the Kaguya creates a linked spear which is held together by chakra-enhanced cartilage giving it the flexibility of a rope but the strength of steel chains. Rumor has it that this fourth dance has a second, more deadly phase which is usually used as a follow-up to the first step.

    Rank 1: Attempts to bind opponent at -5 Accuracy.
    Rank 2: Attempts to bind opponent at -4 Accuracy.
    Rank 3: Attempts to bind opponent at -3 Accuracy.

    Special Action - Flower: May only be used if a target is currently bound. The user strikes the bound target with a huge bone spear and will automatically hit, dealing 1500 / 1875 / 2365 damage. The target is automatically freed from the bind afterward.

    Costs:
    Rank 1: 2.25 Ap, 560 Cp
    Rank 2: 2.25 Ap, 700 Cp
    Rank 3: 2.25 Ap, 840 Cp

    Notes:
    - Dance of the Clemantis is a Physical Bind. If the opponent is attacked while bound they are released from the bind but suffer a -3 Dodge penalty against the attack which freed them with exception to Dance of the Clemantis' Special Move (see above note).
    - This jutsu's damage type mirrors the damage type of the weapon it is used with. It may be used with any weapon that utilizes Melee Accuracy.
    - Bound opponents have at 15% chance to escape per 2 AP they use.

    ---

    <U>Dance of the Seedling Fern - B-Rank Bloodline Non-elemental Ninjutsu<i></i>
    Commonly thought to be the most fearsome technique to the Kaguya clan, this ability allows the Kaguya to flow a vast amount of calcium into the ground, supercharged with their chakra, which rapidly spreads across a large area and from there condenses into countless spines of sharp bone. Due to the chakra flowing through those spines the Kaguya is able to merge and move through them freely like a shark through water while their opponents are stymied and wounded by the grove of bone spikes.

    Rank 1: Creates a vast forest of bone the covers the nearby region which attacks each participant in the battle except for the user 10 times at -1 Accuracy dealing 150 Physical damage per attack. In addition the Terrain Modifier counts as "Heavy Cover" for the user and they gain an additional +1 Stealth on top of that.
    Rank 2: Creates a vast forest of bone the covers the nearby region which attacks each participant in the battle except for the user 10 times at -1 Accuracy dealing 165 Physical damage per attack. In addition the Terrain Modifier counts as "Heavy Cover" for the user and they gain an additional +1 Stealth on top of that.
    Rank 3: Creates a vast forest of bone the covers the nearby region which attacks each participant in the battle except for the user 10 times at -1 Accuracy dealing 180 Physical damage per attack. In addition the Terrain Modifier counts as "Heavy Cover" for the user and they gain an additional +2 Stealth on top of that.

    Costs:
    Rank 1: 2.25 AP, 650 CP to initiate, 325 CP/rnd
    Rank 2: 2.25 AP, 815 CP to initiate, 410 CP/rnd
    Rank 3: 2.25 AP, 975 CP to initiate, 490 CP/rnd

    Notes:
    - The Terrain Modifier and additional Stealth Bonus apply for as long as Dance of the Seedling Fern is maintained but the attack portion of the jutsu happens only once per casting.
    - Damage caused by Dance of the Seedling Fern is Physical Damage rather than Non-elemental Damage. As such it is subject to any effects which apply to Physical damage but not Physical Attacks as it is not a weapon attack. Likewise it is affected by effects which apply to Non-elemental Ninjutsu and Ninjutsu in general but not Non-elemental damage as it is still a Non-elemental Ninjutsu but does not deal any form of elemental damage.

    ---

    All-Killing Ash Bones - A-Rank Bloodline Buffing Taijutsu<i></i>
    All-Killing Ash Bones is the name of a technique which is the least well-known of those wielded by the Kaguya Clan due to the relative rarity of it among those that have it's Bloodline Limit. It is a technique which generates a special chakra-laden bone that infects living tissue with a degenerative effect that rots away their body at an aggressive pace.

    Rank 1: User's next Taijutsu attack causes a degenerative effect on the target it hits causing them to suffer 50% of the damage they took from it at the beginning of each round for the next two rounds.
    Rank 2: User's next Taijutsu attack causes a degenerative effect on the target it hits causing them to suffer 65% of the damage they took from it at the beginning of each round for the next two rounds.
    Rank 3: User's next Taijutsu attack causes a degenerative effect on the target it hits causing them to suffer 80% of the damage they took from it at the beginning of each round for the next two rounds.

    Costs:
    Rank 1: 2.75 AP and 2250 CP
    Rank 2: 2.75 AP and 2825 CP
    Rank 3: 2.75 AP and 3375 CP

    Notes:
    - If the attack which All-Killing Ash Bones is affecting hits a barrier of any kind then All-Killing Ash Bones does not apply the degenerative effect to the target.
    - The damage dealt by All-Killing Ash Bones's effect is not directly affected by effects which increase or decease damage. Such effects only apply to the attack which is used in conjunction with All-Killing Ash Bones (Ex: If a Taijutsu that does 1,000 damage is used with All-Killing Ash Bones against an opponent with 25% Damage Reduction then the 1,000 damage is reduced to 750 and All-Killing Ash Bones deals it's damage based off of that and the 25% Damage Reduction is not applied to the damage caused on subsequent turns by All-Killing Ash Bones).
    - All-Killing Ash Bones deals 50%/65%/80% of the aggregate damage dealt by any multi-hitting jutsu it is used with.[/fontsize]
    Weapon(s):
    Weapons Galore purchase link: (If bought)
    Equipment:
    Slot 1: Approval Headset
    Slot 2: Approval Kawarimi Target
    Slot 3: Approval Signal Flare
    Slot 4(Gained by purchasing Item hoarder ASP card): Approval Itemname
    Curse Seal(s):
    **Requires Cursed Seal Ability/To have been sealed by someone with the ability**
    Link to RP where obtained(if any):
    Seal Name:
    Effect(6 class points):
    Class Accuracy-type raised:
    (Duplicate code as needed)
    Contracts:
    Contract name:
    Contract Approval link:
    • <Insert Class Name>
    • HP: (Creature's Mod 1 + User's Level) x User's Chakra Control
    • CP: (Creature's Mod 2 + User's Level) x User's Chakra Control
    • Class Bonus:
    • High:
    • Average:
    • Low:
    Jutsu Sub-types:
    1.
    2.
    3.
    Jutsu List: (unlocked based on your summons rank.
    4 E-Rank:
    4 D-Rank:
    4 C-Rank:
    4 B-Rank:
    6 A-Rank:
    Abilities:
    1.
    2.(Unlocked at B-rank)
    3.(Unlocked at S-rank)
    Specialized Ability:
    (paste code found under your contract's information here)
    Kinjutsu:
    Kinjutsu Name:Kensei

    Kinjutsu Approval Link: https://ninpocho.com/viewtopic.php?f=366&t=59771
    [fontsize="12"]Kensei
    XZCxAVK.png

    A forbidden practice that can only be accomplished through a mutual bond between a shinobi and their weapon. Almost all shinobi use weapons of some sort, and many specialize into a specific kind or even a single weapon. Some even have been known to form such a bond with their weapon that their weapons seem to take on trait themselves. These are the few Shinobi that have bonded with their weapon to such a degree, that their weapons share much more than a portion of the user's spirit, and the two have been intertwined forever. The Kensei refers to the bond between the Weapon and the wielder, and at times the weapon itself. Weapons strengthened by sharing the user's soul are much more powerful than their soulless counterparts, and are much more than simply tools for fighting.

    Information
    Prerequisites: Kinjutsu Application, 3 Ability Slots, B Rank

    Effects:
    • When obtained the user selects one Custom Weapon in their inventory to become their "signature weapon" via their Dojo thread.<LIST>
      • The user's signature weapon gains +1 Augment Slot.
      • For the cost of 1 AP the user may rearrange the Accuracy/Damage modifiers of their signature weapon or swap a single augment for another augment they have in their inventory. This may only be done once per round.
      • Unless specifically noted otherwise in the technique all Kensei techniques are considered a Taijutsu which corresponds to the weapon type of the user's signature weapon.
      • This Kinjutsu, all of its techniques, and its user are considered Spiritual<i></i>
    [/fontsize]

    [fontsize="12"]Force of Will - Passive Ability
    jLHadQA.png

    While not truly alive in the conventional sense the signature weapon of Kensei typically develop facets of human personalities which allows the semi-sentient weapon to aid their partner in overcoming situations where their senses have been compromised. This unfortunately for the weapon's partner can sometimes be a double-edged sword as along with those facimilies of personality also occasionally comes a sense of ego that must be contended with.

    Information
    Prerequisites
    Kensei

    Effect: User's signature weapon gains an independent sense of willpower. This grants it an independent Genjutsu Save statistic from the user's and allows it to use that Genjutsu Save to assist the user.
    • Signature weapon's Genjutsu Save is equal to the user's Genjutsu Save -5.
    • Any time an opponent targets the user with a Genjutsu they automatically target the user's signature weapon as well. If the signature weapon resists the opposing Genjutsu but the user fails then the user is automatically aware they are under a Genjutsu.
    • Once per round the user's signature weapon may attempt to dispel an opposing Genjutsu affecting the user costing the user 1 AP. This requires a Genjutsu Save against the opposing Genjutsu and if the signature weapon succeeds then the targeted Genjutsu is dispelled.

    Note(s):
    - Does not take up an Ability Slot.
    - User must be aware they are under a Genjutsu in order for their signature weapon to attempt to dispel it.[/fontsize]

    [fontsize="12"]Myriad Strike - Special Activated Ability
    uJJMKkf.png

    Due to the special bond that is developed, a Kensei will start becoming "one with the sword", in both a literal and a metaphorical sense. The Kensei is now able to flow from attack to attack, as if the sword was one with his body instead of just an extension of metal.

    Information
    Prerequisites
    Kensei

    Effect:
    • The user is able to link up to 4 AP worth of Taijutsu to be performed consecutively upon a single target, with each successful action giving the next +5% Damage and +1 Accuracy if successful.
    • The user pays normal Ap costs for each technique, however pays only 80% of any Cp costs.

    Note:
    - Does not take up an Ability Slot.
    - Does not cost AP this only needs to be declared.
    - The buff is only increased once for a Multi-Hitting Action, treating the action as if it were the same as a single strike attack.
    - Bonuses last only for the remainder of the combo, and may only stack up to +3 Accuracy and +15% Damage.
    - May be used once per round, User loses -1 Dodge for each action after the first, stacking up to -3 Dodge. This lasts the remainder of the round.
    - Increase CP cost by 10% the round this is used.[/fontsize]

    [fontsize="12"]Visceral Rend - B-Rank Taijutsu
    QfGJ2pC.png

    After transforming, the weapon becomes much more powerful. Now what would happen if the user tried to drive that weapon through the stomach of their opponent? Sounds like a party! That's what this technique is, an attempt to drive the weapon, even if it's a blunt weapon , straight through the opponent. If it is a bow type weapon, then the user fires a much larger arrow aimed directly at the stomach and attached to a string. Then the user pulls out the weapon/arrow. The results are pretty deadly. The technique itself, however, is incredibly exhausting.

    Information
    Prerequisites
    Kensei, B-Rank

    Rank 1: Strikes a single target dealing 1,725 Damage at -3 Accuracy. This jutsu has two 15% chances to inflict the 'Tear' effect.
    Rank 2: Strikes a single target dealing 2,025 Damage at -2 Accuracy. This jutsu has two 18% chances to inflict the 'Tear' effect.
    Rank 1 Cost: 625 Cp
    Rank 2 Cost: 735 Cp

    Notes:
    - Accuracy and damage type is determined by the user's signature weapon.
    - Visceral Rend's Accuracy is reduced by a further -2 Accuracy each time it is used in a round past the first.
    - The 'Tear' effect raises the bleed level of a normal target and causes them to take half their Bleeding Damage, or disperses clones on a clone target.[/fontsize]

    [fontsize="12"]Overwhelming Power - B-Rank Taijutsu
    XeA97Ky.png

    A Kensei's weapon is a fusion of both Taijutsu and Ninjutsu mastery creating the perfect storm of supernatural effects and martial might. It should come at no surprise that a Kensei is able to use their signature weapon to defeat the power of offensive techniques which are directed at them. Not so much an actual "technique" as it is simply throwing all of the combined force of their own power and the power of their signature weapon against an incoming attack, Kensei are able to simply overpower and diffuse offending attacks with their very determination.

    Information
    Prerequisites
    Kensei

    Rank 1: Allows the user to reflexively "attack" an opponent's offensive action at normal Accuracy. If the result of their Attack Roll is higher than the Attack Roll for the targeted attack then the attack is negated entirely. If the user's Attack Roll is not higher they are hit automatically by the targeted attack.
    Master Rank: Allows the user to reflexively "attack" an opponent's offensive action at +2 Accuracy. If the result of their Attack Roll is higher than the Attack Roll for the targeted attack then the attack is negated entirely. If the user's Attack Roll is not higher they are hit automatically by the targeted attack.

    Cost:
    Rank 1: AP equal to the offensive action attacked's AP cost and CP equal to 80% of the offensive action being attack's CP cost
    Master Rank: AP equal to the offensive action being attacked's AP cost and CP equal to 40% of the offensive action being attack's CP cost

    Note:
    - May be used to "attack" offensive actions targeting other players as well but if Overwhelming Power is used in that manner then it suffers a -5 Accuracy penalty at both ranks and they are not hit automatically if their Attack Roll is not higher.
    - Overwhelming Power is resolved after passive Auto-Dodge/Miss rolls but before Activated Auto-Dodge techniques.[/fontsize]

    [fontsize="12"]Omni-Flash - A-Rank Taijutsu
    LezbnNK.png

    As the Kensei weapon draws upon its soul-link with it's wielder and gains new, stronger abilities, so too does its limits to the skills being able to be performed. Once released into its upgraded form, the user and their weapon are able to perform new techniques unique to their bond. Taking many different shapes or forms, this technique is often a one-of-a-kind skill that cannot be replicated by any other shinobi, a unique mixture between Ninjutsu and Taijutsu. This makes recklessly challenging the wielder of a Kensei a dangerous decision, as one can never fully expect just what manner of techniques they are capable of unleashing.

    Information
    Prerequisites
    Kensei

    Rank 1: User can combine a Ninjutsu and a Taijutsu that they know up to B-Rank together. Omni-Flash deals damage equal to 75% of the total damage the combined jutsu would deal and inherits all effects, debuffs and Special Actions from both jutsu.
    Master Rank: User can combine a Ninjutsu and a Taijutsu that they know up to A-Rank together. Omni-Flash deals damage equal to 75% of the total damage the combined jutsu would deal and inherits all effects, debuffs and Special Actions from both jutsu.

    Cost:
    Rank 1: AP equal to the AP cost of the higher AP jutsu +0.5 and 120% of the total combined CP cost.
    Master Rank: AP equal to the AP cost of the higher AP jutsu +0.5 and 80% of the total combined CP cost.

    Note:
    - Omni-Flash is the same Damage and Accuracy type of Taijutsu as the user's signature weapon's primary Damage type and the Accuracy bonus/penalty for it is averaged out between the two combined jutsu's bonuses/penalties. In addition Omni-Flash receives bonuses/penalties from both appropriate Ninjutsu and Taijutsu-related effects.
    - User must be wielding their signature weapon to cast Omni-Flash.
    - Omni-Flash may only be cast once every three rounds and may never be used with any Bloodline or Core Ability jutsu.[/fontsize]

    [fontsize="12"]Kindred Fusion - S-Rank Buffing Taijutsu
    3YvvBEM.png

    The peak of the Kensei's bond with it's wielder, this jutsu is a secret technique only capable of being performed by the user and their weapon. This technique allows the User to merge with their weapon, fusing into a new form the grants the user all of the abilities held by their Kensei. This form varies widely depending on the type of weapon wielded by the user, and its effects can range from simply razor sharp talons, to full-body shapeshifting that mimics the design of their weapon. While in this form, the user and their weapon literally fight as one, and share skills honed through an unbreakable bond.

    Information
    Prerequisites
    Kensei, S-Rank, All other Kensei techniques

    Master Rank: User and signature weapon fuse together. While fused the user's other Kensei abilities and jutsu are modified.
    • Signature weapon's Accuracy/Damage modifiers are changed to +2/+10% regardless of what they are normally.
    • The signature weapon's independent Genjutsu Save gained from Force of Will applies directly to the user. This means that any opposing Genjutsu must succeed against both Saves to affect the user but they may no longer use the 1 AP action to dispel Genjutsu already affecting them.
    • Omni-Flash may now be used once each round rather than once every three rounds.
    Cost: 4.5 Ap, 4320 Cp to initiate. 2060 Cp/Rnd.

    Note:
    - Does not use handseals.
    - User is still considered to be wielding their signature weapon while Kindred Fusion is active but they may cast jutsu which require handseals unimpeded and cannot be involuntarily separated from their weapon by any means.[/fontsize]
 
Approved
Kaguya Jikan said:
Jikan thrust out another jagged bone from his skin with a reckless look in his eye. As it popped out he grabbed it and flung it into the Dojo's southern wall. As the bone struck the wall and let out a thud he jettisoned towards another training dummy set up in the middle of the room. Rushing his target, Jikan pulled out his dagger and went to make a slashing motion, an ache and pain struck him quickly, it emanated from Keri and he got the idea she didn't like being slung around like a sword. Jumping back to the northern wall Jikan crossed his arm and went to throw the dagger, again pain and ache radiated through his wielding hand. Quickly he shook off the pain and went in for a quick attack, Keri slowed him and he made two piercing strikes that connected on the vital organs of the training dummy. "So you like to pierce..." Jikan produced a whetstone and began gently sharpening his dagger. "I like to pierce too. I see a good future for us Keri." She gleamed in the sun pouring in from the western shades. Slowly and meaningfully he sheathed her and thought of all the things he was going to pierce.

WC: 209

Switching Weapon Mastery from Slashing to Piercing
Ability name: Weapon Mastery - Slashing
Ability link: https://ninpocho.com/viewtopic.php?f=213&t=5386


Need to switch weapon from slashing to piercing.
  • *Primary Kensei Weapon*
    • Name: Keri
    • Damage Type: Piercing
    • Damage Modifiers: 10% Damage
    • Accuracy Modifiers: -2 Accuracy
    • Description: A pink serpentine spear tip used as a piercing dagger.
    • Augment 1: Swift
    • Augment 2: Free flow Unlocked at D-rank
    • Augment 3: Barbed Teeth Unlocked at B-rank
    • Augment 4: Vengeance Unlocked at Kensei Kinjutsu
    </LIST>


  • Unlocking Vapor Advanced Element with Major Water + Minor Fire

    Dojo Code:
    • Kaguya Jikan
    • Profile Link: https://www.ninpocho.com/viewtopic.php?f=77&t=59893
    • Training Link: https://www.ninpocho.com/viewtopic.php?f=79&t=59894
    • OCR/Character Creation Link: https://ninpocho.com/viewtopic.php?f=366&t=59771
    • In Character Rank: ANBU
    • Out of character rank: S-Rank
    • Elemental Affinities: Major Water - Minor Fire | Affinity section: Here

    • Character class:
      • Kaguya Prince
      • HP: (60+lvl) x stamina = 45,000
      • CP: (40+lvl) x chakra control = 33,000
      • Class Bonus: Kinjutsu
      • High: none
      • Average: Melee accuracy, Ranged Accuracy, Ninjutsu Accuracy, Genjutsu D.C
      • Low: none
    • Character class approval: https://ninpocho.com/viewtopic.php?f=366&t=59771
    • Class point card ASP purchase: Link
    Abilities:
    Core Ability/Bloodline:
    Kaguya
    Current Power Level: 3600
    link to approved request thread/OCR/ https://ninpocho.com/viewtopic.php?f=366&t=59771
    link to approved CA ability point distribution(CA only)
    [fontsize="12"]A brutal and barbaric clan with its origins tracing into the earliest histories of Kirigakure, the Kaguya are a bloodthisty people born with an instinct that dictates a love of fighting and war. Their ability reflects their bloodlust, their gruesome power allowing the Kaguya to reshape and grow bones within their body to whichever shape they deem fit. Because of their morbid abilities and bloodlust, it is said that the Kaguya are a clan of demons, each one born as a living weapon destined for a life of violence. It is almost unheard of for a Kaguya to reach an old age and die a natural death, their clan believing that the only suitable death is to die in the midst of combat...among a sea of their slain enemies.

    084 PL - Dead Bone Pulse (Rank 1)/Rapid Healing (Rank 1)
    168 PL - Skeletal Density (Rank 1)
    252 PL - Dance of the Willow (Rank 1)
    336 PL - Ultimate Bone Defense (Rank 1)
    420 PL - Dead Bone Pulse (Rank 2)
    504 PL - Dance of the Willow (Rank 2)
    588 PL - Rapid Healing (Rank 2), Dance of the Camellia (Rank 1)
    672 PL - Skeletal Density (Rank 2), Dance of the Larch (Rank 1)
    756 PL - Dead Bone Pulse (Rank 3), Ultimate Bone Defense (Rank 1)
    840 PL - Dance of the Willow (Rank 3), Dance of the Larch (Rank 2)
    924 PL - Dance of the Camellia (Rank 2)
    1008 PL - Skeletal Density (Rank 3), Dance of the Larch (Rank 3)
    1092 PL - Rapid Healing (Rank 3), Dance of the Camellia (Rank 3)
    1176 PL - Ultimate Bone Defense (Rank 3)
    1260 PL - Dance of the Clemantis (Rank 1)
    1344 PL - Dance of the Seedling Fern (Rank 1)
    1428 PL - Dance of the Clemantis (Rank 2)
    1512 PL - All-Killing Ash Bones (Rank 1)
    1596 PL - Dance of the Clemantis (Rank 3), Dance of the Seedling Fern (Rank 2)
    1680 PL - Dance of the Seedling Fern (Rank 3), All-Killing Ash Bones (Rank 2)
    1764 PL - All-Killing Ash Bones (Rank 3)

    ---

    Dead Bone Pulse - Activated Passive</U><i></i>
    Dead Bone Pulse is the trait from which all other Kaguya skills and techniques originate from. It describes a special power that those which inherit the Bloodline Limit of the clan possess to manipulate the characteristics of their skeletal structure to increase their durability, eject jagged weapons from their body or even fire high-speed projectiles.

    Rank 1: User creates a weapon out of their own skeleton. This weapon automatically possesses the user's choice of augment between Anchor Boost which does not count against the weapon's total number of augments.
    Rank 2: User creates a weapon out of their own skeleton. This weapon automatically possesses the user's choice of augment between Anchor Boost or Assault which does not count against the weapon's total number of augments.
    Rank 3: User creates a weapon out of their own skeleton. This weapon automatically possesses the user's choice of augment between Anchor Boost, Assault or Barbed Teeth which does not count against the weapon's total number of augments.

    Special Action: By adding the maintain cost of Dead Bone Pulse to their next Taijutsu attack the user may switch their choice of free augment applied to their weapon before the attack is made allowing the augment to affect that attack.

    Cost: 1 AP and 100 CP + 100/rnd

    Note(s):
    - Dead Bone Pulse follows all of the rules for a Weapon Creation Jutsu even though it is not a jutsu.
    - When using the Special Action to switch augments the newly selected augment stays active until the Special Action is used to switch to a different one.

    ---

    Rapid Healing - Passive
    The Kaguya's ability constantly punctures and shreds their flesh upon the removal of their bones, and though excruciatingly painful for younger members, the Kaguya naturally begin to shrug off this pain as their body begins to become accustomed to this wear and tear, their skin rapidly repairing any punctures or lacerations they may be afflicted with almost as quickly as they are cut.

    Rank 1: Bleeding damage is reduced by -50% if they reach Bleeding Rank 4 and above. Each time the user perform a Bloodline Jutsu, they have a chance to immediately remove 1 Bleeding Rank inflicted during that round.
    Rank 2: Bleeding damage is reduced by -50% if they reach Bleeding Rank 3 and above. Each time the user perform a Bloodline Jutsu, they have a chance to immediately remove 1 Bleeding Rank inflicted during that round.
    Rank 3: Bleeding damage is reduced by -50% if they reach Bleeding Rank 2 and above. Each time the user perform a Bloodline Jutsu, they have a chance to immediately remove 1 Bleeding Rank inflicted during that round.

    Notes:
    - The chance to remove a Bleeding Rank is equal to 12% / 18% / 21% / 36% if D / C / B / A-Rank Bloodline Jutsu used.
    - The user cannot remove Bleeding Ranks that were not inflicted during the current round through Rapid Healing.

    ---

    Skeletal Density - Passive<i></i>
    Born with high calcium levels and a unique bone strength, the Kaguya are incredibly resistant to nearly all forms of harm that may befall them. Though physical effects are far less effective against these graceful brutes, their resilience even protects them from other effects.

    Rank 1: Called shots have a -4% chance of affecting the Kaguya.
    Rank 2: Called shots have a -6% chance of affecting the Kaguya. All damage suffered by the user is reduced by 5%.
    Rank 3: Called shots have a -8% chance of affecting the Kaguya. All damage suffered by the user is reduced by 10%.

    ---

    Dance of the Willow - Bloodline Fighting Style
    Despite their barbaric heritage, the Kaguya are a surprisingly graceful clan of fighters. Their style of fighting utilizes fluid movement to increase their fighting capabilities, not only quickly shifting and avoiding attacks, but each movement elegantly coordinated and effortless as if it were all part of a dance. A very lethal dance.

    Rank 1: +1 Dodge. User gains +1 Melee Accuracy for each melee attack that they make each round. This stacks up to +1.
    Rank 2: +1.5 Dodge, +5% damage. User gains +1 Melee Accuracy for each melee attack that they make each round. This stacks up to +2.
    Rank 3: +2 Dodge, +10% damage. User gains +1 Melee Accuracy for each Taijutsu attack that they make each round. This stacks up to +3.

    Note(s):
    - Dance of the Willow's Accuracy bonus resets to +0 at the end of each round.

    ---

    Ultimate Bone Defense- D-Rank Bloodline Buffing Taijutsu<i></i>
    The Kaguya possess the ability to create and instant, tough armor of bone nearly instantly that covers them and helps prevent them from taking damage from nearly every kind of technique. However, this layer of bone does impair movement to a degree, but the defense is worth the trade off.

    Rank 1: User gains 5% Damage Reduction and Bleeding has a -4% chance of success.
    Rank 2: User gains 5% Damage Reduction and Bleeding has a -7% chance of success.
    Rank 3: User gains 10% Damage Reduction and Bleeding has a -10% chance of success.

    Costs:
    Rank 1: 1.25 AP and 200 Cp to initiate, 100 Cp/Rnd
    Rank 2: 1.25 AP and 250 Cp to initiate, 125 Cp/Rnd
    Rank 3: 1.25 AP and 300 Cp to initiate, 150 Cp/Rnd

    Notes:
    - Ultimate Bone Defense is a Chakra Armor.

    ---

    Dance of the Camellia - C-Rank Bloodline Taijutsu<i></i>
    The second of five "dances" which the Kaguya Clan is famous for, the Dance of the Camellia is a series of attacks that are performed at varying speed, often times inter-mixed between their other attacks and "dances", disrupting an opponent's ability to perceive it. It is typically utilized as a continuous stream of attacks which is executed until the opponent makes a mistake and shows a weakness in their defense.

    Rank 1: While active the user attacks one time for 800 damage at +2 Accuracy. Maintaining Dance of the Camellia causes the user to automatically repeat this attack at the beginning of each round it is maintained into.
    Rank 2: While active the user attacks one time for 1000 damage at +2 Accuracy. Maintaining Dance of the Camellia causes the user to automatically repeat this attack at the beginning of each round it is maintained into.
    Rank 3: While active the user attacks one time for 1200 damage at +2 Accuracy. Maintaining Dance of the Camellia causes the user to automatically repeat this attack at the beginning of each round it is maintained into.

    Costs:
    Rank 1: 1.75 Ap, 350 Cp to initiate, 175 Cp/Rnd
    Rank 2: 1.75 Ap, 440 Cp to initiate, 220 Cp/Rnd
    Rank 3: 1.75 Ap, 525 Cp to initiate, 265 Cp/Rnd

    Notes:
    - Dance of the Camellia can always be used with the user's Dead Bone Pulse weapons and shares a Damage Type with the weapon it is cast with.
    - Dance of the Camellia may be used as a Called Shot and counts as an attack for the purposes of Dance of the Willow's stacking Accuracy Bonus.

    ---

    Dance of the Larch - C-Rank Bloodline Buffing Taijutsu<i></i>
    A gruesome ability in which razor-sharp bones pierce out of the user's body as a counter measure to being attacked, protecting them from physical harm, and damaging those who attack. Though this technique is useful for both offense and defense, the rapid extension of nearly every bone in the user's body makes it difficult to move.

    Rank 1: Absorbs damage equal to 1212 HP. Melee attacks return 20% of the damage done by the opponent back on themselves as well.
    Rank 2: Absorbs damage equal to 1515 HP. Melee attacks return 30% of the damage done by the opponent back on themselves as well.
    Rank 3: Absorbs damage equal to 1818 HP. Melee attacks return 40% of the damage done by the opponent back on themselves as well.

    Costs:
    Rank 1: 1.75 Ap, 610 Cp
    Rank 2: 1.75 Ap, 740 Cp
    Rank 3: 1.75 Ap, 880 Cp

    Notes:
    - May be used reflexively.
    - "Melee attack" is defined as any attack which uses Melee Accuracy.
    - This skill may only be used once per round but lasts until bone Hp is depleted or the end of the round.
    - Stacks with Ultimate Bone Defense and Skeletal Density

    ---

    Dance of the Clemantis - B-Rank Bloodline Taijutsu
    Removing their spine from their back as a part of the fourth "dance", the Kaguya creates a linked spear which is held together by chakra-enhanced cartilage giving it the flexibility of a rope but the strength of steel chains. Rumor has it that this fourth dance has a second, more deadly phase which is usually used as a follow-up to the first step.

    Rank 1: Attempts to bind opponent at -5 Accuracy.
    Rank 2: Attempts to bind opponent at -4 Accuracy.
    Rank 3: Attempts to bind opponent at -3 Accuracy.

    Special Action - Flower: May only be used if a target is currently bound. The user strikes the bound target with a huge bone spear and will automatically hit, dealing 1500 / 1875 / 2365 damage. The target is automatically freed from the bind afterward.

    Costs:
    Rank 1: 2.25 Ap, 560 Cp
    Rank 2: 2.25 Ap, 700 Cp
    Rank 3: 2.25 Ap, 840 Cp

    Notes:
    - Dance of the Clemantis is a Physical Bind. If the opponent is attacked while bound they are released from the bind but suffer a -3 Dodge penalty against the attack which freed them with exception to Dance of the Clemantis' Special Move (see above note).
    - This jutsu's damage type mirrors the damage type of the weapon it is used with. It may be used with any weapon that utilizes Melee Accuracy.
    - Bound opponents have at 15% chance to escape per 2 AP they use.

    ---

    <U>Dance of the Seedling Fern - B-Rank Bloodline Non-elemental Ninjutsu<i></i>
    Commonly thought to be the most fearsome technique to the Kaguya clan, this ability allows the Kaguya to flow a vast amount of calcium into the ground, supercharged with their chakra, which rapidly spreads across a large area and from there condenses into countless spines of sharp bone. Due to the chakra flowing through those spines the Kaguya is able to merge and move through them freely like a shark through water while their opponents are stymied and wounded by the grove of bone spikes.

    Rank 1: Creates a vast forest of bone the covers the nearby region which attacks each participant in the battle except for the user 10 times at -1 Accuracy dealing 150 Physical damage per attack. In addition the Terrain Modifier counts as "Heavy Cover" for the user and they gain an additional +1 Stealth on top of that.
    Rank 2: Creates a vast forest of bone the covers the nearby region which attacks each participant in the battle except for the user 10 times at -1 Accuracy dealing 165 Physical damage per attack. In addition the Terrain Modifier counts as "Heavy Cover" for the user and they gain an additional +1 Stealth on top of that.
    Rank 3: Creates a vast forest of bone the covers the nearby region which attacks each participant in the battle except for the user 10 times at -1 Accuracy dealing 180 Physical damage per attack. In addition the Terrain Modifier counts as "Heavy Cover" for the user and they gain an additional +2 Stealth on top of that.

    Costs:
    Rank 1: 2.25 AP, 650 CP to initiate, 325 CP/rnd
    Rank 2: 2.25 AP, 815 CP to initiate, 410 CP/rnd
    Rank 3: 2.25 AP, 975 CP to initiate, 490 CP/rnd

    Notes:
    - The Terrain Modifier and additional Stealth Bonus apply for as long as Dance of the Seedling Fern is maintained but the attack portion of the jutsu happens only once per casting.
    - Damage caused by Dance of the Seedling Fern is Physical Damage rather than Non-elemental Damage. As such it is subject to any effects which apply to Physical damage but not Physical Attacks as it is not a weapon attack. Likewise it is affected by effects which apply to Non-elemental Ninjutsu and Ninjutsu in general but not Non-elemental damage as it is still a Non-elemental Ninjutsu but does not deal any form of elemental damage.

    ---

    All-Killing Ash Bones - A-Rank Bloodline Buffing Taijutsu<i></i>
    All-Killing Ash Bones is the name of a technique which is the least well-known of those wielded by the Kaguya Clan due to the relative rarity of it among those that have it's Bloodline Limit. It is a technique which generates a special chakra-laden bone that infects living tissue with a degenerative effect that rots away their body at an aggressive pace.

    Rank 1: User's next Taijutsu attack causes a degenerative effect on the target it hits causing them to suffer 50% of the damage they took from it at the beginning of each round for the next two rounds.
    Rank 2: User's next Taijutsu attack causes a degenerative effect on the target it hits causing them to suffer 65% of the damage they took from it at the beginning of each round for the next two rounds.
    Rank 3: User's next Taijutsu attack causes a degenerative effect on the target it hits causing them to suffer 80% of the damage they took from it at the beginning of each round for the next two rounds.

    Costs:
    Rank 1: 2.75 AP and 2250 CP
    Rank 2: 2.75 AP and 2825 CP
    Rank 3: 2.75 AP and 3375 CP

    Notes:
    - If the attack which All-Killing Ash Bones is affecting hits a barrier of any kind then All-Killing Ash Bones does not apply the degenerative effect to the target.
    - The damage dealt by All-Killing Ash Bones's effect is not directly affected by effects which increase or decease damage. Such effects only apply to the attack which is used in conjunction with All-Killing Ash Bones (Ex: If a Taijutsu that does 1,000 damage is used with All-Killing Ash Bones against an opponent with 25% Damage Reduction then the 1,000 damage is reduced to 750 and All-Killing Ash Bones deals it's damage based off of that and the 25% Damage Reduction is not applied to the damage caused on subsequent turns by All-Killing Ash Bones).
    - All-Killing Ash Bones deals 50%/65%/80% of the aggregate damage dealt by any multi-hitting jutsu it is used with.[/fontsize]
    Weapon(s):
    Weapons Galore purchase link: (If bought)
    Equipment:
    Slot 1: Approval Headset
    Slot 2: Approval Kawarimi Target
    Slot 3: Approval Signal Flare
    Slot 4(Gained by purchasing Item hoarder ASP card): Approval Itemname
    Curse Seal(s):
    **Requires Cursed Seal Ability/To have been sealed by someone with the ability**
    Link to RP where obtained(if any):
    Seal Name:
    Effect(6 class points):
    Class Accuracy-type raised:
    (Duplicate code as needed)
    Contracts:
    Contract name:
    Contract Approval link:
    • <Insert Class Name>
    • HP: (Creature's Mod 1 + User's Level) x User's Chakra Control
    • CP: (Creature's Mod 2 + User's Level) x User's Chakra Control
    • Class Bonus:
    • High:
    • Average:
    • Low:
    Jutsu Sub-types:
    1.
    2.
    3.
    Jutsu List: (unlocked based on your summons rank.
    4 E-Rank:
    4 D-Rank:
    4 C-Rank:
    4 B-Rank:
    6 A-Rank:
    Abilities:
    1.
    2.(Unlocked at B-rank)
    3.(Unlocked at S-rank)
    Specialized Ability:
    (paste code found under your contract's information here)
    Kinjutsu:
    Kinjutsu Name:Kensei

    Kinjutsu Approval Link: https://ninpocho.com/viewtopic.php?f=366&t=59771
    [fontsize="12"]Kensei
    XZCxAVK.png

    A forbidden practice that can only be accomplished through a mutual bond between a shinobi and their weapon. Almost all shinobi use weapons of some sort, and many specialize into a specific kind or even a single weapon. Some even have been known to form such a bond with their weapon that their weapons seem to take on trait themselves. These are the few Shinobi that have bonded with their weapon to such a degree, that their weapons share much more than a portion of the user's spirit, and the two have been intertwined forever. The Kensei refers to the bond between the Weapon and the wielder, and at times the weapon itself. Weapons strengthened by sharing the user's soul are much more powerful than their soulless counterparts, and are much more than simply tools for fighting.

    Information
    Prerequisites: Kinjutsu Application, 3 Ability Slots, B Rank

    Effects:
    • When obtained the user selects one Custom Weapon in their inventory to become their "signature weapon" via their Dojo thread.<LIST>
      • The user's signature weapon gains +1 Augment Slot.
      • For the cost of 1 AP the user may rearrange the Accuracy/Damage modifiers of their signature weapon or swap a single augment for another augment they have in their inventory. This may only be done once per round.
      • Unless specifically noted otherwise in the technique all Kensei techniques are considered a Taijutsu which corresponds to the weapon type of the user's signature weapon.
      • This Kinjutsu, all of its techniques, and its user are considered Spiritual<i></i>
    [/fontsize]

    [fontsize="12"]Force of Will - Passive Ability
    jLHadQA.png

    While not truly alive in the conventional sense the signature weapon of Kensei typically develop facets of human personalities which allows the semi-sentient weapon to aid their partner in overcoming situations where their senses have been compromised. This unfortunately for the weapon's partner can sometimes be a double-edged sword as along with those facimilies of personality also occasionally comes a sense of ego that must be contended with.

    Information
    Prerequisites
    Kensei

    Effect: User's signature weapon gains an independent sense of willpower. This grants it an independent Genjutsu Save statistic from the user's and allows it to use that Genjutsu Save to assist the user.
    • Signature weapon's Genjutsu Save is equal to the user's Genjutsu Save -5.
    • Any time an opponent targets the user with a Genjutsu they automatically target the user's signature weapon as well. If the signature weapon resists the opposing Genjutsu but the user fails then the user is automatically aware they are under a Genjutsu.
    • Once per round the user's signature weapon may attempt to dispel an opposing Genjutsu affecting the user costing the user 1 AP. This requires a Genjutsu Save against the opposing Genjutsu and if the signature weapon succeeds then the targeted Genjutsu is dispelled.

    Note(s):
    - Does not take up an Ability Slot.
    - User must be aware they are under a Genjutsu in order for their signature weapon to attempt to dispel it.[/fontsize]

    [fontsize="12"]Myriad Strike - Special Activated Ability
    uJJMKkf.png

    Due to the special bond that is developed, a Kensei will start becoming "one with the sword", in both a literal and a metaphorical sense. The Kensei is now able to flow from attack to attack, as if the sword was one with his body instead of just an extension of metal.

    Information
    Prerequisites
    Kensei

    Effect:
    • The user is able to link up to 4 AP worth of Taijutsu to be performed consecutively upon a single target, with each successful action giving the next +5% Damage and +1 Accuracy if successful.
    • The user pays normal Ap costs for each technique, however pays only 80% of any Cp costs.

    Note:
    - Does not take up an Ability Slot.
    - Does not cost AP this only needs to be declared.
    - The buff is only increased once for a Multi-Hitting Action, treating the action as if it were the same as a single strike attack.
    - Bonuses last only for the remainder of the combo, and may only stack up to +3 Accuracy and +15% Damage.
    - May be used once per round, User loses -1 Dodge for each action after the first, stacking up to -3 Dodge. This lasts the remainder of the round.
    - Increase CP cost by 10% the round this is used.[/fontsize]

    [fontsize="12"]Visceral Rend - B-Rank Taijutsu
    QfGJ2pC.png

    After transforming, the weapon becomes much more powerful. Now what would happen if the user tried to drive that weapon through the stomach of their opponent? Sounds like a party! That's what this technique is, an attempt to drive the weapon, even if it's a blunt weapon , straight through the opponent. If it is a bow type weapon, then the user fires a much larger arrow aimed directly at the stomach and attached to a string. Then the user pulls out the weapon/arrow. The results are pretty deadly. The technique itself, however, is incredibly exhausting.

    Information
    Prerequisites
    Kensei, B-Rank

    Rank 1: Strikes a single target dealing 1,725 Damage at -3 Accuracy. This jutsu has two 15% chances to inflict the 'Tear' effect.
    Rank 2: Strikes a single target dealing 2,025 Damage at -2 Accuracy. This jutsu has two 18% chances to inflict the 'Tear' effect.
    Rank 1 Cost: 625 Cp
    Rank 2 Cost: 735 Cp

    Notes:
    - Accuracy and damage type is determined by the user's signature weapon.
    - Visceral Rend's Accuracy is reduced by a further -2 Accuracy each time it is used in a round past the first.
    - The 'Tear' effect raises the bleed level of a normal target and causes them to take half their Bleeding Damage, or disperses clones on a clone target.[/fontsize]

    [fontsize="12"]Overwhelming Power - B-Rank Taijutsu
    XeA97Ky.png

    A Kensei's weapon is a fusion of both Taijutsu and Ninjutsu mastery creating the perfect storm of supernatural effects and martial might. It should come at no surprise that a Kensei is able to use their signature weapon to defeat the power of offensive techniques which are directed at them. Not so much an actual "technique" as it is simply throwing all of the combined force of their own power and the power of their signature weapon against an incoming attack, Kensei are able to simply overpower and diffuse offending attacks with their very determination.

    Information
    Prerequisites
    Kensei

    Rank 1: Allows the user to reflexively "attack" an opponent's offensive action at normal Accuracy. If the result of their Attack Roll is higher than the Attack Roll for the targeted attack then the attack is negated entirely. If the user's Attack Roll is not higher they are hit automatically by the targeted attack.
    Master Rank: Allows the user to reflexively "attack" an opponent's offensive action at +2 Accuracy. If the result of their Attack Roll is higher than the Attack Roll for the targeted attack then the attack is negated entirely. If the user's Attack Roll is not higher they are hit automatically by the targeted attack.

    Cost:
    Rank 1: AP equal to the offensive action attacked's AP cost and CP equal to 80% of the offensive action being attack's CP cost
    Master Rank: AP equal to the offensive action being attacked's AP cost and CP equal to 40% of the offensive action being attack's CP cost

    Note:
    - May be used to "attack" offensive actions targeting other players as well but if Overwhelming Power is used in that manner then it suffers a -5 Accuracy penalty at both ranks and they are not hit automatically if their Attack Roll is not higher.
    - Overwhelming Power is resolved after passive Auto-Dodge/Miss rolls but before Activated Auto-Dodge techniques.[/fontsize]

    [fontsize="12"]Omni-Flash - A-Rank Taijutsu
    LezbnNK.png

    As the Kensei weapon draws upon its soul-link with it's wielder and gains new, stronger abilities, so too does its limits to the skills being able to be performed. Once released into its upgraded form, the user and their weapon are able to perform new techniques unique to their bond. Taking many different shapes or forms, this technique is often a one-of-a-kind skill that cannot be replicated by any other shinobi, a unique mixture between Ninjutsu and Taijutsu. This makes recklessly challenging the wielder of a Kensei a dangerous decision, as one can never fully expect just what manner of techniques they are capable of unleashing.

    Information
    Prerequisites
    Kensei

    Rank 1: User can combine a Ninjutsu and a Taijutsu that they know up to B-Rank together. Omni-Flash deals damage equal to 75% of the total damage the combined jutsu would deal and inherits all effects, debuffs and Special Actions from both jutsu.
    Master Rank: User can combine a Ninjutsu and a Taijutsu that they know up to A-Rank together. Omni-Flash deals damage equal to 75% of the total damage the combined jutsu would deal and inherits all effects, debuffs and Special Actions from both jutsu.

    Cost:
    Rank 1: AP equal to the AP cost of the higher AP jutsu +0.5 and 120% of the total combined CP cost.
    Master Rank: AP equal to the AP cost of the higher AP jutsu +0.5 and 80% of the total combined CP cost.

    Note:
    - Omni-Flash is the same Damage and Accuracy type of Taijutsu as the user's signature weapon's primary Damage type and the Accuracy bonus/penalty for it is averaged out between the two combined jutsu's bonuses/penalties. In addition Omni-Flash receives bonuses/penalties from both appropriate Ninjutsu and Taijutsu-related effects.
    - User must be wielding their signature weapon to cast Omni-Flash.
    - Omni-Flash may only be cast once every three rounds and may never be used with any Bloodline or Core Ability jutsu.[/fontsize]

    [fontsize="12"]Kindred Fusion - S-Rank Buffing Taijutsu
    3YvvBEM.png

    The peak of the Kensei's bond with it's wielder, this jutsu is a secret technique only capable of being performed by the user and their weapon. This technique allows the User to merge with their weapon, fusing into a new form the grants the user all of the abilities held by their Kensei. This form varies widely depending on the type of weapon wielded by the user, and its effects can range from simply razor sharp talons, to full-body shapeshifting that mimics the design of their weapon. While in this form, the user and their weapon literally fight as one, and share skills honed through an unbreakable bond.

    Information
    Prerequisites
    Kensei, S-Rank, All other Kensei techniques

    Master Rank: User and signature weapon fuse together. While fused the user's other Kensei abilities and jutsu are modified.
    • Signature weapon's Accuracy/Damage modifiers are changed to +2/+10% regardless of what they are normally.
    • The signature weapon's independent Genjutsu Save gained from Force of Will applies directly to the user. This means that any opposing Genjutsu must succeed against both Saves to affect the user but they may no longer use the 1 AP action to dispel Genjutsu already affecting them.
    • Omni-Flash may now be used once each round rather than once every three rounds.
    Cost: 4.5 Ap, 4320 Cp to initiate. 2060 Cp/Rnd.

    Note:
    - Does not use handseals.
    - User is still considered to be wielding their signature weapon while Kindred Fusion is active but they may cast jutsu which require handseals unimpeded and cannot be involuntarily separated from their weapon by any means.[/fontsize]
 

Current Ninpocho Time:

Back
Top