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:

Kashino Yuu's Dojo

Kashino Yuu said:
Weapon Augment Request

Name: Newborn Surge Blade
Description: A standard short broadsword with blue grip wrapped in black handle, grey gem-like pommel, black-blue hilt, and silver blade. As for it's weight, it's 3 lbs., allowing even a young 9 year old like him to carry it. Yuu recently bought this simple, but unique sword in a fair price due to it's unknown history.

Adding Description: During his two-year training, Yuu discovered the hidden abilities of his sword, which is useful for any of his paths.
Damage Type: Slashing/Suppression
Accuracy: -1
Base Damage: +5%
Augments:
- Quick Switch
- Adding: Swift
- Adding: Razor Strike

Name: Newborn Electric Spear
Description: A standard spear that was originally from the Academy's dojo which Mochizuki Tama just "borrowed". It caused Yuu to get in trouble with the staff of the Academy until he and his family managed to clear their suspicion to him and allowed him to keep the weapon.

Adding Description: During his two-year training, he reforged the spear in order to aid some of his paths during his battles. It also served as Yuri's secondary weapon.
Damage Type: Piercing/Bleeding
Accuracy: -1
Base Damage: +5%
Augments:
- Adding: Vampiric
- None

Major Element Request

Is it possible to have my current Minor, Water into a Major or should I choose another element? (Paper Trail for my Free Major Element Purchase)

Class: Dodge is a constant medium, and cannot be changed.
Weapons are fine: Approved
Major Element: Yes, you can use free major on water; that's fine. That is approved.
 
Inventory Request

Slot 1: Light Armor
Slot 2: Pouch (Poison)
Slot 3: Respirator

Weapon and Augment Request

Latest Shop Purchases Paper Trail

Name: Newborn Dual Bow
Description: A set of dual daggers specially made for Yuu. The hilts has special chakra along with a hidden spool of wire feeds that allows him to attach them together into one, turning into a bow. Most of his arrows are stored in his left hip.
Damage Type: Slashing/Projectile/+3% Called Shots
Accuracy: +1
Base Damage: -5%
Augments:
- Trick Weapon (Projectile)
- Lucky Strike
- Toxify

Name: Newborn Electric Spear
Description: A standard spear that was originally from the Academy's dojo which Mochizuki Tama just "borrowed". It caused Yuu to get in trouble with the staff of the Academy until he and his family managed to clear their suspicion to him and allowed him to keep the weapon. During his two-year training, he reforged the spear in order to aid some of his paths during his battles. It also served as Yuri's secondary weapon.
Damage Type: Piercing/Bleeding
Accuracy: -1
Base Damage: +5%
Augments:
- Vampiric
- None
- None

Name: Shadow Gloves
Description: A special pair of black fingerless gloves with a blue lightning symbol that Yuu obtained from his father's friend that allows them to protect his hands from any hard blows he took with his punches from heavy enemies.
Damage Type: Unarmed/Suppression
Accuracy: -1
Base Damage: +5%
Augments:
- Swift (Adding)
- Chakra Drain (Adding)
- Free Flow (Adding)

Name: Web Weavers
Description: A special set of kunai and shurikens with a white ribbon tied to the handle with a groove on the circular handle that Yuu managed to find just for Yuri's battle style. As Yuri preferred trapping his opponents like his own species, this was specially made alongside with some Ninja Wires. Usually, Yuu carried 8-10 kunai's in every mission, which he can replenish after them.
Damage Type: Thrown/Bleeding
Accuracy: +1
Base Damage: -5%
Augments:
- Special Composition - Ninjutsu (Lightning)
- Wired
- Anchor Boost (Adding)
 
Weapon Changes & Addition of Newborn Dual Bow - Approved ... 4/4 Weapons Made
Kashino Yuu said:
Inventory Request

Slot 1: Light Armor
Slot 2: Pouch (Poison)
Slot 3: Respirator

Weapon and Augment Request

Latest Shop Purchases Paper Trail

Name: Newborn Dual Bow
Description: A set of dual daggers specially made for Yuu. The hilts has special chakra along with a hidden spool of wire feeds that allows him to attach them together into one, turning into a bow. Most of his arrows are stored in his left hip.
Damage Type: Slashing/Projectile/+3% Called Shots
Accuracy: +1
Base Damage: -5%
Augments:
- Trick Weapon (Projectile)
- Lucky Strike
- Toxify

Name: Newborn Electric Spear
Description: A standard spear that was originally from the Academy's dojo which Mochizuki Tama just "borrowed". It caused Yuu to get in trouble with the staff of the Academy until he and his family managed to clear their suspicion to him and allowed him to keep the weapon. During his two-year training, he reforged the spear in order to aid some of his paths during his battles. It also served as Yuri's secondary weapon.
Damage Type: Piercing/Bleeding
Accuracy: -1
Base Damage: +5%
Augments:
- Vampiric
- None
- None

Name: Shadow Gloves
Description: A special pair of black fingerless gloves with a blue lightning symbol that Yuu obtained from his father's friend that allows them to protect his hands from any hard blows he took with his punches from heavy enemies.
Damage Type: Unarmed/Suppression
Accuracy: -1
Base Damage: +5%
Augments:
- Swift (Adding)
- Chakra Drain (Adding)
- Free Flow (Adding)

Name: Web Weavers
Description: A special set of kunai and shurikens with a white ribbon tied to the handle with a groove on the circular handle that Yuu managed to find just for Yuri's battle style. As Yuri preferred trapping his opponents like his own species, this was specially made alongside with some Ninja Wires. Usually, Yuu carried 8-10 kunai's in every mission, which he can replenish after them.
Damage Type: Thrown/Bleeding
Accuracy: +1
Base Damage: -5%
Augments:
- Special Composition - Ninjutsu (Lightning)
- Wired
- Anchor Boost (Adding)
 
Augment Request

Name: Newborn Electric Spear
Description: A standard spear that was originally from the Academy's dojo which Mochizuki Tama just "borrowed". It caused Yuu to get in trouble with the staff of the Academy until he and his family managed to clear their suspicion to him and allowed him to keep the weapon. During his two-year training, he reforged the spear in order to aid some of his paths during his battles. It also served as Yuri's secondary weapon.
Damage Type: Piercing/Bleeding
Accuracy: -1
Base Damage: +5%
Augments:
- Vampiric
- Quick Switch (Adding, Shop Purchase)
- Assault (Adding, Shop Purchase)

Core Ability Features Purchase Request (CA Request Paper Trail/Previous Purchase Paper Trail)

Current Points: 11

Observation<i></i> - Independent Special Move (3 points)
By watching an enemy’s movements for an extended period of time, the Quick Learner picks up on their habits and tendencies, figuring out the best ways to come at them. They must be watching intently, remaining in a Defensive Stance while they observe.
Effect: For every AP they spend observing in Defensive Stance, the Quick Learner gains a +1 bonus to Accuracy and +5% Damage against the target they observe stacking up to +3 Accuracy and +15% Damage. If the target changes Style in any way, the bonus is negated, and they will have to observe the enemy in that style in order to gain the bonus again. May only observe 1 target at a time.

Prediction<i></i> - Passive (2 points)
It's not very wise to re-use the same skills against someone who can out-predict you. Quick Learners can adapt to their opponents' frequently used tactics in a flash, giving them a better chance to avoid getting hit by the same thing twice.
Effect: If the opponent uses the same technique as they have previously, the user gains +1 to resist or dodge it. Stacks twice. This buffs cancels if the user switches styles. Basic melee attacks are exempt from this.

Tactical Mind<i></i> - Passive (2 points)
Every battle is a game of chess to a Quick Learner, a means with which to hone their minds and skills. Those opponents they choose to practice these skills on don't generally fare too well.
Effect: +1 accuracy with all Mastered jutsu. Additional +.5 accuracy to all attacks every round after the second. Cannot gain more than +4 accuracy on any attack.

Adaptability<i></i> - Boost (Currently owned 1, buying 2 more for 2 points)
Restriction- C Rank and up, can be purchased up to three times
A veteran of the battlefield, the Quick Learner doesn't let little things like obstacles and terrain bother them. It doesn't matter what the area looks like, a Quick Learner's movements can adapt to anywhere.
Effect: The user resists -1 Accuracy and Dodge from terrain effecting techniques such as Hidden Mist or Earthslide River, this amount is reduced from the cumulative debuffs and not per-jutsu. In addition, the user has +1 Dodge against all Delayed attacks, traps and binds.

Double Image<i></i> - Jutsu (Using 1 point to purchase and another 1 point to rank up)
Restriction- A-Rank and up
The perfection of a Quick Learner's skill, they are able to perfectly copy the last motion the opponent made, down to the very specializations that make it all the more powerful. This is even strong enough to duplicate skills the Quick Learner does not know themselves.
Rank 1: The user attacks with the last offensive jutsu the opponent used in the previous round at -3 accuracy and +30% Cp. All chakra costs and applicable buffs from both the user and the opponent apply (But do not stack). If the user knows the jutsu themselves, 10% is removed from the chakra cost and the accuracy penalty is reduced by -1.
Rank 2: The user attacks with any offensive jutsu the opponent used in the previous round at -2 accuracy and +20% Cp. All chakra costs and applicable buffs from both the user and the opponent apply (But do not stack). If the user knows the jutsu themselves, 10% is removed from the chakra cost and the accuracy penalty is removed.
Cost: Chakra and AP cost for used jutsu.
Notes:</I><I> Can only be used once per round. Allows the user to use jutsu beyond their capabilities. This does not work against Bloodline, Core Ability, or Kinjutsu techniques.

Points after Purchase: 0
 
Kashino Yuu said:
Augment Request

Name: Newborn Electric Spear
Description: A standard spear that was originally from the Academy's dojo which Mochizuki Tama just "borrowed". It caused Yuu to get in trouble with the staff of the Academy until he and his family managed to clear their suspicion to him and allowed him to keep the weapon. During his two-year training, he reforged the spear in order to aid some of his paths during his battles. It also served as Yuri's secondary weapon.
Damage Type: Piercing/Bleeding
Accuracy: -1
Base Damage: +5%
Augments:
- Vampiric
- Quick Switch (Adding, Shop Purchase)
- Assault (Adding, Shop Purchase)

Core Ability Features Purchase Request (CA Request Paper Trail/Previous Purchase Paper Trail)

Current Points: 11

Observation<i></i> - Independent Special Move (3 points)
By watching an enemy’s movements for an extended period of time, the Quick Learner picks up on their habits and tendencies, figuring out the best ways to come at them. They must be watching intently, remaining in a Defensive Stance while they observe.
Effect: For every AP they spend observing in Defensive Stance, the Quick Learner gains a +1 bonus to Accuracy and +5% Damage against the target they observe stacking up to +3 Accuracy and +15% Damage. If the target changes Style in any way, the bonus is negated, and they will have to observe the enemy in that style in order to gain the bonus again. May only observe 1 target at a time.

Prediction<i></i> - Passive (2 points)
It's not very wise to re-use the same skills against someone who can out-predict you. Quick Learners can adapt to their opponents' frequently used tactics in a flash, giving them a better chance to avoid getting hit by the same thing twice.
Effect: If the opponent uses the same technique as they have previously, the user gains +1 to resist or dodge it. Stacks twice. This buffs cancels if the user switches styles. Basic melee attacks are exempt from this.

Tactical Mind<i></i> - Passive (2 points)
Every battle is a game of chess to a Quick Learner, a means with which to hone their minds and skills. Those opponents they choose to practice these skills on don't generally fare too well.
Effect: +1 accuracy with all Mastered jutsu. Additional +.5 accuracy to all attacks every round after the second. Cannot gain more than +4 accuracy on any attack.

Adaptability<i></i> - Boost (Currently owned 1, buying 2 more for 2 points)
Restriction- C Rank and up, can be purchased up to three times
A veteran of the battlefield, the Quick Learner doesn't let little things like obstacles and terrain bother them. It doesn't matter what the area looks like, a Quick Learner's movements can adapt to anywhere.
Effect: The user resists -1 Accuracy and Dodge from terrain effecting techniques such as Hidden Mist or Earthslide River, this amount is reduced from the cumulative debuffs and not per-jutsu. In addition, the user has +1 Dodge against all Delayed attacks, traps and binds.

Double Image<i></i> - Jutsu (Using 1 point to purchase and another 1 point to rank up)
Restriction- A-Rank and up
The perfection of a Quick Learner's skill, they are able to perfectly copy the last motion the opponent made, down to the very specializations that make it all the more powerful. This is even strong enough to duplicate skills the Quick Learner does not know themselves.
Rank 1: The user attacks with the last offensive jutsu the opponent used in the previous round at -3 accuracy and +30% Cp. All chakra costs and applicable buffs from both the user and the opponent apply (But do not stack). If the user knows the jutsu themselves, 10% is removed from the chakra cost and the accuracy penalty is reduced by -1.
Rank 2: The user attacks with any offensive jutsu the opponent used in the previous round at -2 accuracy and +20% Cp. All chakra costs and applicable buffs from both the user and the opponent apply (But do not stack). If the user knows the jutsu themselves, 10% is removed from the chakra cost and the accuracy penalty is removed.
Cost: Chakra and AP cost for used jutsu.
Notes:</I><I> Can only be used once per round. Allows the user to use jutsu beyond their capabilities. This does not work against Bloodline, Core Ability, or Kinjutsu techniques.

Points after Purchase: 0

Weapon approved.
CA Points Update approved.
 
  • Username: Kashino Yuu
  • Profile Link: Yuu's Profile
  • Training Link: Yuu's Training
  • OCR/Character Creation Link: Approval Link
  • In Character Rank: Genin
  • Out of character rank: A-Rank
  • Elemental Affinities: Lightning, Water, Storm

  • Character class:
    • Mind Reaper Spider
    • HP: (45+lvl) x stamina
    • CP: (50+lvl) x chakra control
    • Class Bonus: Kinjutsu Option
    • High: Genjutsu DC
    • Average: Ranged Accuracy, Genjutsu Save, Ninjutsu Accuracy
    • Low: Melee Accuracy
  • Character class approval: Here
Abilities:
Core Ability/Bloodline:
Quick Learner
Current Power Level: 2475
Approved Request Link
link to approved CA ability point distribution(CA only)
[fontsize="12"]Observation</U><i></i> - Independent Special Move (3 points)
By watching an enemy’s movements for an extended period of time, the Quick Learner picks up on their habits and tendencies, figuring out the best ways to come at them. They must be watching intently, remaining in a Defensive Stance while they observe.
Effect: For every AP they spend observing in Defensive Stance, the Quick Learner gains a +1 bonus to Accuracy and +5% Damage against the target they observe stacking up to +3 Accuracy and +15% Damage. If the target changes Style in any way, the bonus is negated, and they will have to observe the enemy in that style in order to gain the bonus again. May only observe 1 target at a time.

Prediction<i></i> - Passive (2 points)
It's not very wise to re-use the same skills against someone who can out-predict you. Quick Learners can adapt to their opponents' frequently used tactics in a flash, giving them a better chance to avoid getting hit by the same thing twice.
Effect: If the opponent uses the same technique as they have previously, the user gains +1 to resist or dodge it. Stacks twice. This buffs cancels if the user switches styles. Basic melee attacks are exempt from this.

Tactical Mind<i></i> - Passive (2 points)
Every battle is a game of chess to a Quick Learner, a means with which to hone their minds and skills. Those opponents they choose to practice these skills on don't generally fare too well.
Effect: +1 accuracy with all Mastered jutsu. Additional +.5 accuracy to all attacks every round after the second. Cannot gain more than +4 accuracy on any attack.

Situational Awareness - Passive (3 Points)
Having full knowledge of their surroundings with only a single glance, the Quick Learner is capable of knowing any changes to the surroundings and are capable of knowing who is where at all times.
Effect: The user gains +2 Awareness. Whenever the user attacks someone in stealth normally when doing a Blind Shot without the need of an Awareness check.

Sharp Insight<i></i> - Passive (2 points)
An enemy's weaknesses are open for a Quick Learner to read, and to hit them with, that they can tell what their opponent is less skilled at and what they need to do to hit them.
Effect: If the targeted opponent's Ninjutsu is lower than their Taijutsu, the user's Ninjutsu damage is increased by 10%. If the opponent's Taijutsu is lower than their Ninjutsu, the user's Taijutsu damage is increased by 10%. If both stats are equal, both Ninjutsu and Taijutsu are raised by 5%.

Forewarn - Passive (3 points)
Restriction- C Rank and up
It's difficult to hide what you know from someone who can predict your every move. Sometimes, they can know what you have before you use it. A Quick Learner has an innate sense of their opponents' strengths born of a lifetime of adaptation and reading motion.
Effect: The user may activate up to 2 Activated Auto-dodges a round. The second costing +50% CP.

<U>Adaptability<i></i> - Boost (3x, 1 point each)
Restriction- C Rank and up, can be purchased up to three times
A veteran of the battlefield, the Quick Learner doesn't let little things like obstacles and terrain bother them. It doesn't matter what the area looks like, a Quick Learner's movements can adapt to anywhere.
Effect: The user resists -1 Accuracy and Dodge from terrain effecting techniques such as Hidden Mist or Earthslide River, this amount is reduced from the cumulative debuffs and not per-jutsu. In addition, the user has +1 Dodge against all Delayed attacks, traps and binds.

Double Image<i></i> - Jutsu (1 point, 1 to rank up)
Restriction- A-Rank and up
The perfection of a Quick Learner's skill, they are able to perfectly copy the last motion the opponent made, down to the very specializations that make it all the more powerful. This is even strong enough to duplicate skills the Quick Learner does not know themselves.
Rank 1: The user attacks with the last offensive jutsu the opponent used in the previous round at -3 accuracy and +30% Cp. All chakra costs and applicable buffs from both the user and the opponent apply (But do not stack). If the user knows the jutsu themselves, 10% is removed from the chakra cost and the accuracy penalty is reduced by -1.
Rank 2: The user attacks with any offensive jutsu the opponent used in the previous round at -2 accuracy and +20% Cp. All chakra costs and applicable buffs from both the user and the opponent apply (But do not stack). If the user knows the jutsu themselves, 10% is removed from the chakra cost and the accuracy penalty is removed.
Cost: Chakra and AP cost for used jutsu.
Notes:</I> Can only be used once per round. Allows the user to use jutsu beyond their capabilities. This does not work against Bloodline, Core Ability, or Kinjutsu techniques.[/fontsize]
[fontsize="12"]Offensive Insight<i></i> - Boost (1 point)
Restriction- May be purchased twice
A Quick Learner who has been gifted with Insight can easily learn to take that power to an offensive end rather than defensive. Instead of analyzing enemy movement to see when they should evade attacks, they do so to see when is the best time to strike.
Effect: Adds a 5% auto-hit to the user's attacks.

Expanded Knowledge<i></i> - Boost (3 points)
Restriction- Can be purchased a maximum of two times
Due to their natural talent for learning things at a faster rate, Quick Learners find themselves able to retain more knowledge and master more abilities than others.
Effect: Gain an extra Ability slot; this cannot be chosen if the user has a Kinjutsu, and is Auto-untrained if they gain one.
Note 1:<I> A Chimera with 2 BL/CA may purchase this skill normally, but may only purchase this a single time. A Chimera with 3 BL/CA that choose this passive must purchase this ability twice, but only count has having a single extra ability slot.
Note 2:A Rikudo Sennin path may purchase this skill normally, but the extra ability slots only applies to that particular path.


Upgrade<i></i> - Passive (2 points)
Quick Learners are naturally a bit faster on their feet than their opponents, so this leads them to have a bit more time to formulate specialized techniques. This comes at the sacrifice of a bit of action beforehand, but to work out one of their plans, they often find it worth it.
Effect: User can choose to have .5 AP removed from one round and added to the next. Cannot change over more than 1.5 AP this way.

Mirror Coat<i></i> - Independent Special Move (3 points)
Restriction- C Rank and up
Often while they're planning what to do in a battle, a Quick Learner will get hit in defensive stance. Well, that won't do--so they'll strike back. With full force, and, just to rub salt in the wound, the exact same way.
Effect: The last ranged Ninjutsu the user was hit with can be reflected back at the caster for full damage at -2 accuracy and at 50% the original cost. None of the user's buffs are carried over to the jutsu, only those that were applied to the original cast. Can only be used once per round. User still takes full damage from the jutsu. Costs the same amount of AP it took the opponent to cast the jutsu.[/fontsize]
Weapon(s):
Equipment:
Slot 1: Approval Light Armor
Slot 2: Approval Pouch (Poison)
Slot 3: Approval Respirator
Contracts:
N/A
Kinjutsu:
Kinjutsu Name:Rikudo Sennin
Kinjutsu Approval Link: Here
Kinjutsu path(s) Approval links:
Uchiha Path Approval

Dojo Request:

Ability Request

Ambidexterity
In truth, Yuu was always right-handed. However, he decided to change all of that as he focused some of his training time to help him use both of his hands. It made sense since he just got a special hybrid weapon that he ordered from his neighborhood's blacksmith and he wanted to master the dual blades along with the Web Weavers kunai. However, during his training with Yuri for 3 years, he was able to learn not only to wield weapons with his offhand, but he was able to create a fighting style based off using both of his hands, allowing him to use the dual blades while using it's bow feature very quickly.

Shinobi 101 (Slashing)
Ever since he had his hands on his first weapon, Yuu became used to wielding a sword. Sure, he also relied on his other weapons and his unarmed fighting skills but just wielding it felt like an extension of himself. During his 3-year training, he spent half of the time practicing his sword fighting skills even to the point that often spent whole slicing bamboo sticks in his attempt to create his very own fighting style with a sword. And thanks to his blacksmith friend, he also started practicing using two swords at once. He hoped that with this, he might able to make his own unique fighting style compared to Yuri's Genjutsu skills.

Affinity Request

Free Major Element Purchase Proof

Requested Major Element: Fire

Contract Request

Contract name: Sakushi (Note that her hatchlings, Sukochi and Suchi will be joining her with Hivemind ability)
Contract Approval link: Sakushi and her hatchlings
  • Electric Mind Spider
  • HP: (25 + User's Level) x User's Chakra Control
  • CP: (30 + User's Level) x User's Chakra Control
  • Class Bonus: +5% Lightning Damage, +5% Sneak Attack Chance
  • High: Ninjutsu Accuracy, Genjutsu DC
  • Average: Melee Accuracy, Ranged Accuracy
  • Low: Genjutsu Save
Jutsu Sub-types:
1. Lightning Ninjutsu
2. Piercing Taijutsu
3. Will Genjutsu
Jutsu List: (unlocked based on your summons rank.)
>> Storm Bolt (Lightning)
>> Stab (Piercing)
>> Intimidation (Will)
>> Multi-Impale (Piercing)
>> Sear of the Mind (Will)
>> Electrocution (Lightning)
>> Cross Pierce (Piercing)
>> Amnesia (Will)
>> Pressure Pierce (Piercing)
>> Volt Charge (Lightning)
>> Paranoia (Will)
>> Zeus Flash (Lightning)
>> Lightning Beast (Lightning)
>> Million Stabs (Piercing)
>> Havoc of the Doomed Mind (Will)
>> Enraging Strike (Piercing)
>> Raijin's Vengeance (Lightning)
>> Kirin (Lightning)
>> Torment of the Physical Plain (Will)
>> Chaos of the Mental Plain (Will)
>> Hyper Thrust (Piercing)
Abilities:
1. Hivemind
2. Elemental Illusion (Lightning)
3.(Unlocked at S-rank)
Specialized Ability:
The Spider Huntsman - Spider Contract Passive
Spiders are hunters by nature, while some carefully spin their webs on the corner of a wall others seek their prey from the shadows. Spiders are excellent hiders and so are their honored summoners.

Effect:
- The user gains +2 Stealth, and have a 10% chance of entering stealth every time they do an action (this stacks with Active Camo).

Tangled Webs - Spider Independent Special Move
Webbing has a variety of uses, it can be used to climb, to hide and to trap. Spiders are masters of their web and because of this they provide a number of tactical advantages.

Effect: Once per round the user can place a web trap for 1 AP and 1% Max Cp; this is a Hidden Action. Web traps are placed with one of the following trigger conditions;
  • The Web Trap will trigger when the user is hit by an attack, targeting the one who attacked them. This setting will not trigger the same round it was armed.
  • The Web Trap will trigger one, two or three rounds later from the time it was cast (user's choice upon creating it), targeting an enemy of the user's choice (also chosen upon arming).
  • The Web Trap will trigger when the user no longer maintains it, targeting a random target. The maintain cost for web traps armed this way is 50 Cp per second during a round.
And upon creation, the user chooses one of the following effects it will have once it activates;
  • Binds the target at -5 penalty to hit. Physical bind that breaks on attack, or until a round has passed.
  • Causes 1 AP of suppression. Suppression caused by the web can exceed the cap of 2 AP suppression in a given round.
  • Stick to the victim's hands, causing a -1 accuracy to any attack that requires handseals. This debuff can be removed if the victim is struck with an A rank ninjutsu.
  • Deal 500 physical (considered taijutsu) damage on an opponent. If this damages a creation or a clone, the creation of clone would be automatically dispersed (the exception being those created with Dark Sage's Corrupted Energy)
Note:
- Once a web 'goes off', the web is destroyed, regardless of success.
- There is no limit to how many webs can be out at a given time.
- There is no limit to how many times a user can be effected by a web in a given round or a given battle.
- Once triggered, the web trap 'attacks' using either Ranged, Ninjutsu, or Melee Accuracy. If created while the user was in stealth, this will be a sneak attack.
- Web Traps that are triggered target things in stealth normally without performing a Blind Shot check. If the user is in stealth when a Web Trap is triggered, they will not be removed from stealth.
- This does not differentiate between friend or foe but the summon and the summoner are immune to the web traps. Web Traps may target creations and clones.
- Any time an AoE Fire attack is performed, one Web Trap is destroyed. An AOE is defined as an attack that targets multiple targets simultaneously (including ninjutsu spread). Additionally 'Fire' is defined as anything that uses 'Fire' ninjutsu as a part of its base element.

Venomtouch - Spider Contract Senjutsu
With a leaping bound the spider attempts to pin a target to the ground and then pierce their victim's tender flesh with their often times poison-laced fangs.

Effect: The spider bites an enemy target at with a +3 bonus to the attack, dealing 1000 damage that cannot partially hit (so all partial hits are considered to be full hits). The victim is inflicted with a Lingering Poison that does one of the following things;
  • Disorients the victim, causing them to have a 15% chance to attack a random target.
  • Slows the victim's perception, causing them to suffer a -1 accuracy and evasion penalty.
  • Thins the victim's blood so that their bleeding level increases by one rank each round until the bleed level is Rank 5 (this bleeding cannot be healed and persists even after the poison is no longer active). Cannot cause a target to bleed beyond Rank 5.
  • Cloud's the victim's judgement, reducing the opponent's genjutsu save as well as their genjutsu checks by -2.
Cost: 2.75 Ap and 2200 Cp

Note:
- Jutsu subtype is chosen when the contract creature is designed; determining its accuracy and damage type.
- The poison of this jutsu is a Lingering Injury Poison, and lasts 3 rounds.
- Only one effect can be applied to a target at a time. Once a poison has be dispersed, a new (or same) one may be applied once again.
- Subsequent attacks do not refresh the poison that is on the target. If a target is already under the effects of this poison when they are attacked, this attack does 2000 damage instead, ignores DR and cannot be auto-dodged.
Weapon:
 
  • Username: Kashino Yuu
  • Profile Link: Yuu's Profile
  • Training Link: Yuu's Training
  • OCR/Character Creation Link: Approval Link
  • In Character Rank: Genin
  • Out of character rank: A-Rank
  • Elemental Affinities: Lightning, Fire, Water, Storm

  • Character class:
    • Mind Reaper Spider
    • HP: (45+lvl) x stamina
    • CP: (50+lvl) x chakra control
    • Class Bonus: Kinjutsu Option
    • High: Genjutsu DC
    • Average: Ranged Accuracy, Genjutsu Save, Ninjutsu Accuracy
    • Low: Melee Accuracy
  • Character class approval: Here
Abilities:
Core Ability/Bloodline:
Quick Learner
Current Power Level: 2475
Approved Request Link
link to approved CA ability point distribution(CA only)
[fontsize="12"]Observation</U><i></i> - Independent Special Move (3 points)
By watching an enemy’s movements for an extended period of time, the Quick Learner picks up on their habits and tendencies, figuring out the best ways to come at them. They must be watching intently, remaining in a Defensive Stance while they observe.
Effect: For every AP they spend observing in Defensive Stance, the Quick Learner gains a +1 bonus to Accuracy and +5% Damage against the target they observe stacking up to +3 Accuracy and +15% Damage. If the target changes Style in any way, the bonus is negated, and they will have to observe the enemy in that style in order to gain the bonus again. May only observe 1 target at a time.

Prediction<i></i> - Passive (2 points)
It's not very wise to re-use the same skills against someone who can out-predict you. Quick Learners can adapt to their opponents' frequently used tactics in a flash, giving them a better chance to avoid getting hit by the same thing twice.
Effect: If the opponent uses the same technique as they have previously, the user gains +1 to resist or dodge it. Stacks twice. This buffs cancels if the user switches styles. Basic melee attacks are exempt from this.

Tactical Mind<i></i> - Passive (2 points)
Every battle is a game of chess to a Quick Learner, a means with which to hone their minds and skills. Those opponents they choose to practice these skills on don't generally fare too well.
Effect: +1 accuracy with all Mastered jutsu. Additional +.5 accuracy to all attacks every round after the second. Cannot gain more than +4 accuracy on any attack.

Situational Awareness - Passive (3 Points)
Having full knowledge of their surroundings with only a single glance, the Quick Learner is capable of knowing any changes to the surroundings and are capable of knowing who is where at all times.
Effect: The user gains +2 Awareness. Whenever the user attacks someone in stealth normally when doing a Blind Shot without the need of an Awareness check.

Sharp Insight<i></i> - Passive (2 points)
An enemy's weaknesses are open for a Quick Learner to read, and to hit them with, that they can tell what their opponent is less skilled at and what they need to do to hit them.
Effect: If the targeted opponent's Ninjutsu is lower than their Taijutsu, the user's Ninjutsu damage is increased by 10%. If the opponent's Taijutsu is lower than their Ninjutsu, the user's Taijutsu damage is increased by 10%. If both stats are equal, both Ninjutsu and Taijutsu are raised by 5%.

Forewarn - Passive (3 points)
Restriction- C Rank and up
It's difficult to hide what you know from someone who can predict your every move. Sometimes, they can know what you have before you use it. A Quick Learner has an innate sense of their opponents' strengths born of a lifetime of adaptation and reading motion.
Effect: The user may activate up to 2 Activated Auto-dodges a round. The second costing +50% CP.

<U>Adaptability<i></i> - Boost (3x, 1 point each)
Restriction- C Rank and up, can be purchased up to three times
A veteran of the battlefield, the Quick Learner doesn't let little things like obstacles and terrain bother them. It doesn't matter what the area looks like, a Quick Learner's movements can adapt to anywhere.
Effect: The user resists -1 Accuracy and Dodge from terrain effecting techniques such as Hidden Mist or Earthslide River, this amount is reduced from the cumulative debuffs and not per-jutsu. In addition, the user has +1 Dodge against all Delayed attacks, traps and binds.

Double Image<i></i> - Jutsu (1 point, 1 to rank up)
Restriction- A-Rank and up
The perfection of a Quick Learner's skill, they are able to perfectly copy the last motion the opponent made, down to the very specializations that make it all the more powerful. This is even strong enough to duplicate skills the Quick Learner does not know themselves.
Rank 1: The user attacks with the last offensive jutsu the opponent used in the previous round at -3 accuracy and +30% Cp. All chakra costs and applicable buffs from both the user and the opponent apply (But do not stack). If the user knows the jutsu themselves, 10% is removed from the chakra cost and the accuracy penalty is reduced by -1.
Rank 2: The user attacks with any offensive jutsu the opponent used in the previous round at -2 accuracy and +20% Cp. All chakra costs and applicable buffs from both the user and the opponent apply (But do not stack). If the user knows the jutsu themselves, 10% is removed from the chakra cost and the accuracy penalty is removed.
Cost: Chakra and AP cost for used jutsu.
Notes:</I> Can only be used once per round. Allows the user to use jutsu beyond their capabilities. This does not work against Bloodline, Core Ability, or Kinjutsu techniques.[/fontsize]
[fontsize="12"]Offensive Insight<i></i> - Boost (1 point)
Restriction- May be purchased twice
A Quick Learner who has been gifted with Insight can easily learn to take that power to an offensive end rather than defensive. Instead of analyzing enemy movement to see when they should evade attacks, they do so to see when is the best time to strike.
Effect: Adds a 5% auto-hit to the user's attacks.

Expanded Knowledge<i></i> - Boost (3 points)
Restriction- Can be purchased a maximum of two times
Due to their natural talent for learning things at a faster rate, Quick Learners find themselves able to retain more knowledge and master more abilities than others.
Effect: Gain an extra Ability slot; this cannot be chosen if the user has a Kinjutsu, and is Auto-untrained if they gain one.
Note 1:<I> A Chimera with 2 BL/CA may purchase this skill normally, but may only purchase this a single time. A Chimera with 3 BL/CA that choose this passive must purchase this ability twice, but only count has having a single extra ability slot.
Note 2:A Rikudo Sennin path may purchase this skill normally, but the extra ability slots only applies to that particular path.


Upgrade<i></i> - Passive (2 points)
Quick Learners are naturally a bit faster on their feet than their opponents, so this leads them to have a bit more time to formulate specialized techniques. This comes at the sacrifice of a bit of action beforehand, but to work out one of their plans, they often find it worth it.
Effect: User can choose to have .5 AP removed from one round and added to the next. Cannot change over more than 1.5 AP this way.

Mirror Coat<i></i> - Independent Special Move (3 points)
Restriction- C Rank and up
Often while they're planning what to do in a battle, a Quick Learner will get hit in defensive stance. Well, that won't do--so they'll strike back. With full force, and, just to rub salt in the wound, the exact same way.
Effect: The last ranged Ninjutsu the user was hit with can be reflected back at the caster for full damage at -2 accuracy and at 50% the original cost. None of the user's buffs are carried over to the jutsu, only those that were applied to the original cast. Can only be used once per round. User still takes full damage from the jutsu. Costs the same amount of AP it took the opponent to cast the jutsu.[/fontsize]
Weapon(s):
Equipment:
Slot 1: Approval Light Armor
Slot 2: Approval Pouch (Poison)
Slot 3: Approval Respirator
Contracts:
Contract name: Sakushi (With Sukochi and Suchi with Hivemind ability)
Contract Approval link: Sakushi and her hatchlings' information
  • Electric Mind Spider
  • HP: (25 + User's Level) x User's Chakra Control
  • CP: (30 + User's Level) x User's Chakra Control
  • Class Bonus: +5% Lightning Damage, +5% Sneak Attack Chance
  • High: Ninjutsu Accuracy, Genjutsu DC
  • Average: Melee Accuracy, Ranged Accuracy
  • Low: Genjutsu Save
Jutsu Sub-types:
1. Lightning Ninjutsu
2. Piercing Taijutsu
3. Will Genjutsu
Jutsu List:
>> Storm Bolt (Lightning)
>> Stab (Piercing)
>> Intimidation (Will)
>> Multi-Impale (Piercing)
>> Sear of the Mind (Will)
>> Electrocution (Lightning)
>> Cross Pierce (Piercing)
>> Amnesia (Will)
>> Pressure Pierce (Piercing)
>> Volt Charge (Lightning)
>> Paranoia (Will)
>> Zeus Flash (Lightning)
>> Lightning Beast (Lightning)
>> Million Stabs (Piercing)
>> Havoc of the Doomed Mind (Will)
>> Enraging Strike (Piercing)
>> Raijin's Vengeance (Lightning)
>> Kirin (Lightning)
>> Torment of the Physical Plain (Will)
>> Chaos of the Mental Plain (Will)
>> Hyper Thrust (Piercing)
Abilities:
1. Hivemind
2. Elemental Illusion (Lightning)
3.(Unlocked at S-rank)
Specialized Ability:
The Spider Huntsman - Spider Contract Passive
Spiders are hunters by nature, while some carefully spin their webs on the corner of a wall others seek their prey from the shadows. Spiders are excellent hiders and so are their honored summoners.

Effect:
- The user gains +2 Stealth, and have a 10% chance of entering stealth every time they do an action (this stacks with Active Camo).

Tangled Webs - Spider Independent Special Move
Webbing has a variety of uses, it can be used to climb, to hide and to trap. Spiders are masters of their web and because of this they provide a number of tactical advantages.

Effect: Once per round the user can place a web trap for 1 AP and 1% Max Cp; this is a Hidden Action. Web traps are placed with one of the following trigger conditions;
  • The Web Trap will trigger when the user is hit by an attack, targeting the one who attacked them. This setting will not trigger the same round it was armed.
  • The Web Trap will trigger one, two or three rounds later from the time it was cast (user's choice upon creating it), targeting an enemy of the user's choice (also chosen upon arming).
  • The Web Trap will trigger when the user no longer maintains it, targeting a random target. The maintain cost for web traps armed this way is 50 Cp per second during a round.
And upon creation, the user chooses one of the following effects it will have once it activates;
  • Binds the target at -5 penalty to hit. Physical bind that breaks on attack, or until a round has passed.
  • Causes 1 AP of suppression. Suppression caused by the web can exceed the cap of 2 AP suppression in a given round.
  • Stick to the victim's hands, causing a -1 accuracy to any attack that requires handseals. This debuff can be removed if the victim is struck with an A rank ninjutsu.
  • Deal 500 physical (considered taijutsu) damage on an opponent. If this damages a creation or a clone, the creation of clone would be automatically dispersed (the exception being those created with Dark Sage's Corrupted Energy)
Note:
- Once a web 'goes off', the web is destroyed, regardless of success.
- There is no limit to how many webs can be out at a given time.
- There is no limit to how many times a user can be effected by a web in a given round or a given battle.
- Once triggered, the web trap 'attacks' using either Ranged, Ninjutsu, or Melee Accuracy. If created while the user was in stealth, this will be a sneak attack.
- Web Traps that are triggered target things in stealth normally without performing a Blind Shot check. If the user is in stealth when a Web Trap is triggered, they will not be removed from stealth.
- This does not differentiate between friend or foe but the summon and the summoner are immune to the web traps. Web Traps may target creations and clones.
- Any time an AoE Fire attack is performed, one Web Trap is destroyed. An AOE is defined as an attack that targets multiple targets simultaneously (including ninjutsu spread). Additionally 'Fire' is defined as anything that uses 'Fire' ninjutsu as a part of its base element.

Venomtouch - Spider Contract Senjutsu
With a leaping bound the spider attempts to pin a target to the ground and then pierce their victim's tender flesh with their often times poison-laced fangs.

Effect: The spider bites an enemy target at with a +3 bonus to the attack, dealing 1000 damage that cannot partially hit (so all partial hits are considered to be full hits). The victim is inflicted with a Lingering Poison that does one of the following things;
  • Disorients the victim, causing them to have a 15% chance to attack a random target.
  • Slows the victim's perception, causing them to suffer a -1 accuracy and evasion penalty.
  • Thins the victim's blood so that their bleeding level increases by one rank each round until the bleed level is Rank 5 (this bleeding cannot be healed and persists even after the poison is no longer active). Cannot cause a target to bleed beyond Rank 5.
  • Cloud's the victim's judgement, reducing the opponent's genjutsu save as well as their genjutsu checks by -2.
Cost: 2.75 Ap and 2200 Cp

Note:
- Jutsu subtype is chosen when the contract creature is designed; determining its accuracy and damage type.
- The poison of this jutsu is a Lingering Injury Poison, and lasts 3 rounds.
- Only one effect can be applied to a target at a time. Once a poison has be dispersed, a new (or same) one may be applied once again.
- Subsequent attacks do not refresh the poison that is on the target. If a target is already under the effects of this poison when they are attacked, this attack does 2000 damage instead, ignores DR and cannot be auto-dodged.
Weapon:
Kinjutsu:
Kinjutsu Name:Rikudo Sennin
Kinjutsu Approval Link: Here
Kinjutsu path(s) Approval links:
Uchiha Path Approval


Dojo Request:

Weapon Update

Contract Update

Contract name: Sakushi (Note that her hatchlings, Sukochi and Suchi will be joining her with Hivemind ability)
Contract Approval link: Sakushi and her hatchlings
  • Electric Mind Spider
  • HP: (25 + User's Level) x User's Chakra Control
  • CP: (30 + User's Level) x User's Chakra Control
  • Class Bonus: +5% Lightning Damage, +5% Sneak Attack Chance
  • High: Ninjutsu Accuracy, Genjutsu DC
  • Average: Melee Accuracy, Ranged Accuracy
  • Low: Genjutsu Save
Jutsu Sub-types:
1. Lightning Ninjutsu
2. Piercing Taijutsu
3. Will Genjutsu
Jutsu List: (unlocked based on your summons rank.)
>> Storm Bolt (Lightning)
>> Stab (Piercing)
>> Intimidation (Will)
>> Multi-Impale (Piercing)
>> Sear of the Mind (Will)
>> Electrocution (Lightning)
>> Cross Pierce (Piercing)
>> Amnesia (Will)
>> Pressure Pierce (Piercing)
>> Volt Charge (Lightning)
>> Paranoia (Will)
>> Zeus Flash (Lightning)
>> Lightning Beast (Lightning)
>> Million Stabs (Piercing)
>> Havoc of the Doomed Mind (Will)
>> Enraging Strike (Piercing)
>> Raijin's Vengeance (Lightning)
>> Kirin (Lightning)
>> Torment of the Physical Plain (Will)
>> Chaos of the Mental Plain (Will)
>> Hyper Thrust (Piercing)
Abilities:
1. Hivemind
2. Elemental Illusion (Lightning)
3. Poison Mastery (Adding)
Specialized Ability:
The Spider Huntsman - Spider Contract Passive
Spiders are hunters by nature, while some carefully spin their webs on the corner of a wall others seek their prey from the shadows. Spiders are excellent hiders and so are their honored summoners.

Effect:
- The user gains +2 Stealth, and have a 10% chance of entering stealth every time they do an action (this stacks with Active Camo).

Tangled Webs - Spider Independent Special Move
Webbing has a variety of uses, it can be used to climb, to hide and to trap. Spiders are masters of their web and because of this they provide a number of tactical advantages.

Effect: Once per round the user can place a web trap for 1 AP and 1% Max Cp; this is a Hidden Action. Web traps are placed with one of the following trigger conditions;
  • The Web Trap will trigger when the user is hit by an attack, targeting the one who attacked them. This setting will not trigger the same round it was armed.
  • The Web Trap will trigger one, two or three rounds later from the time it was cast (user's choice upon creating it), targeting an enemy of the user's choice (also chosen upon arming).
  • The Web Trap will trigger when the user no longer maintains it, targeting a random target. The maintain cost for web traps armed this way is 50 Cp per second during a round.
And upon creation, the user chooses one of the following effects it will have once it activates;
  • Binds the target at -5 penalty to hit. Physical bind that breaks on attack, or until a round has passed.
  • Causes 1 AP of suppression. Suppression caused by the web can exceed the cap of 2 AP suppression in a given round.
  • Stick to the victim's hands, causing a -1 accuracy to any attack that requires handseals. This debuff can be removed if the victim is struck with an A rank ninjutsu.
  • Deal 500 physical (considered taijutsu) damage on an opponent. If this damages a creation or a clone, the creation of clone would be automatically dispersed (the exception being those created with Dark Sage's Corrupted Energy)
Note:
- Once a web 'goes off', the web is destroyed, regardless of success.
- There is no limit to how many webs can be out at a given time.
- There is no limit to how many times a user can be effected by a web in a given round or a given battle.
- Once triggered, the web trap 'attacks' using either Ranged, Ninjutsu, or Melee Accuracy. If created while the user was in stealth, this will be a sneak attack.
- Web Traps that are triggered target things in stealth normally without performing a Blind Shot check. If the user is in stealth when a Web Trap is triggered, they will not be removed from stealth.
- This does not differentiate between friend or foe but the summon and the summoner are immune to the web traps. Web Traps may target creations and clones.
- Any time an AoE Fire attack is performed, one Web Trap is destroyed. An AOE is defined as an attack that targets multiple targets simultaneously (including ninjutsu spread). Additionally 'Fire' is defined as anything that uses 'Fire' ninjutsu as a part of its base element.

Venomtouch - Spider Contract Senjutsu
With a leaping bound the spider attempts to pin a target to the ground and then pierce their victim's tender flesh with their often times poison-laced fangs.

Effect: The spider bites an enemy target at with a +3 bonus to the attack, dealing 1000 damage that cannot partially hit (so all partial hits are considered to be full hits). The victim is inflicted with a Lingering Poison that does one of the following things;
  • Disorients the victim, causing them to have a 15% chance to attack a random target.
  • Slows the victim's perception, causing them to suffer a -1 accuracy and evasion penalty.
  • Thins the victim's blood so that their bleeding level increases by one rank each round until the bleed level is Rank 5 (this bleeding cannot be healed and persists even after the poison is no longer active). Cannot cause a target to bleed beyond Rank 5.
  • Cloud's the victim's judgement, reducing the opponent's genjutsu save as well as their genjutsu checks by -2.
Cost: 2.75 Ap and 2200 Cp

Note:
- Jutsu subtype is chosen when the contract creature is designed; determining its accuracy and damage type.
- The poison of this jutsu is a Lingering Injury Poison, and lasts 3 rounds.
- Only one effect can be applied to a target at a time. Once a poison has be dispersed, a new (or same) one may be applied once again.
- Subsequent attacks do not refresh the poison that is on the target. If a target is already under the effects of this poison when they are attacked, this attack does 2000 damage instead, ignores DR and cannot be auto-dodged.
Weapon:
 
Kashino Yuu said:
  • Username: Kashino Yuu
  • Profile Link: Yuu's Profile
  • Training Link: Yuu's Training
  • OCR/Character Creation Link: Approval Link
  • In Character Rank: Genin
  • Out of character rank: A-Rank
  • Elemental Affinities: Lightning, Fire, Water, Storm

  • Character class:
    • Mind Reaper Spider
    • HP: (45+lvl) x stamina
    • CP: (50+lvl) x chakra control
    • Class Bonus: Kinjutsu Option
    • High: Genjutsu DC
    • Average: Ranged Accuracy, Genjutsu Save, Ninjutsu Accuracy
    • Low: Melee Accuracy
  • Character class approval: Here
Abilities:
Core Ability/Bloodline:
Quick Learner
Current Power Level: 2475
Approved Request Link
link to approved CA ability point distribution(CA only)
[fontsize="12"]Observation</U><i></i> - Independent Special Move (3 points)
By watching an enemy’s movements for an extended period of time, the Quick Learner picks up on their habits and tendencies, figuring out the best ways to come at them. They must be watching intently, remaining in a Defensive Stance while they observe.
Effect: For every AP they spend observing in Defensive Stance, the Quick Learner gains a +1 bonus to Accuracy and +5% Damage against the target they observe stacking up to +3 Accuracy and +15% Damage. If the target changes Style in any way, the bonus is negated, and they will have to observe the enemy in that style in order to gain the bonus again. May only observe 1 target at a time.

Prediction<i></i> - Passive (2 points)
It's not very wise to re-use the same skills against someone who can out-predict you. Quick Learners can adapt to their opponents' frequently used tactics in a flash, giving them a better chance to avoid getting hit by the same thing twice.
Effect: If the opponent uses the same technique as they have previously, the user gains +1 to resist or dodge it. Stacks twice. This buffs cancels if the user switches styles. Basic melee attacks are exempt from this.

Tactical Mind<i></i> - Passive (2 points)
Every battle is a game of chess to a Quick Learner, a means with which to hone their minds and skills. Those opponents they choose to practice these skills on don't generally fare too well.
Effect: +1 accuracy with all Mastered jutsu. Additional +.5 accuracy to all attacks every round after the second. Cannot gain more than +4 accuracy on any attack.

Situational Awareness - Passive (3 Points)
Having full knowledge of their surroundings with only a single glance, the Quick Learner is capable of knowing any changes to the surroundings and are capable of knowing who is where at all times.
Effect: The user gains +2 Awareness. Whenever the user attacks someone in stealth normally when doing a Blind Shot without the need of an Awareness check.

Sharp Insight<i></i> - Passive (2 points)
An enemy's weaknesses are open for a Quick Learner to read, and to hit them with, that they can tell what their opponent is less skilled at and what they need to do to hit them.
Effect: If the targeted opponent's Ninjutsu is lower than their Taijutsu, the user's Ninjutsu damage is increased by 10%. If the opponent's Taijutsu is lower than their Ninjutsu, the user's Taijutsu damage is increased by 10%. If both stats are equal, both Ninjutsu and Taijutsu are raised by 5%.

Forewarn - Passive (3 points)
Restriction- C Rank and up
It's difficult to hide what you know from someone who can predict your every move. Sometimes, they can know what you have before you use it. A Quick Learner has an innate sense of their opponents' strengths born of a lifetime of adaptation and reading motion.
Effect: The user may activate up to 2 Activated Auto-dodges a round. The second costing +50% CP.

<U>Adaptability<i></i> - Boost (3x, 1 point each)
Restriction- C Rank and up, can be purchased up to three times
A veteran of the battlefield, the Quick Learner doesn't let little things like obstacles and terrain bother them. It doesn't matter what the area looks like, a Quick Learner's movements can adapt to anywhere.
Effect: The user resists -1 Accuracy and Dodge from terrain effecting techniques such as Hidden Mist or Earthslide River, this amount is reduced from the cumulative debuffs and not per-jutsu. In addition, the user has +1 Dodge against all Delayed attacks, traps and binds.

Double Image<i></i> - Jutsu (1 point, 1 to rank up)
Restriction- A-Rank and up
The perfection of a Quick Learner's skill, they are able to perfectly copy the last motion the opponent made, down to the very specializations that make it all the more powerful. This is even strong enough to duplicate skills the Quick Learner does not know themselves.
Rank 1: The user attacks with the last offensive jutsu the opponent used in the previous round at -3 accuracy and +30% Cp. All chakra costs and applicable buffs from both the user and the opponent apply (But do not stack). If the user knows the jutsu themselves, 10% is removed from the chakra cost and the accuracy penalty is reduced by -1.
Rank 2: The user attacks with any offensive jutsu the opponent used in the previous round at -2 accuracy and +20% Cp. All chakra costs and applicable buffs from both the user and the opponent apply (But do not stack). If the user knows the jutsu themselves, 10% is removed from the chakra cost and the accuracy penalty is removed.
Cost: Chakra and AP cost for used jutsu.
Notes:</I> Can only be used once per round. Allows the user to use jutsu beyond their capabilities. This does not work against Bloodline, Core Ability, or Kinjutsu techniques.[/fontsize]
[fontsize="12"]Offensive Insight<i></i> - Boost (1 point)
Restriction- May be purchased twice
A Quick Learner who has been gifted with Insight can easily learn to take that power to an offensive end rather than defensive. Instead of analyzing enemy movement to see when they should evade attacks, they do so to see when is the best time to strike.
Effect: Adds a 5% auto-hit to the user's attacks.

Expanded Knowledge<i></i> - Boost (3 points)
Restriction- Can be purchased a maximum of two times
Due to their natural talent for learning things at a faster rate, Quick Learners find themselves able to retain more knowledge and master more abilities than others.
Effect: Gain an extra Ability slot; this cannot be chosen if the user has a Kinjutsu, and is Auto-untrained if they gain one.
Note 1:<I> A Chimera with 2 BL/CA may purchase this skill normally, but may only purchase this a single time. A Chimera with 3 BL/CA that choose this passive must purchase this ability twice, but only count has having a single extra ability slot.
Note 2:A Rikudo Sennin path may purchase this skill normally, but the extra ability slots only applies to that particular path.


Upgrade<i></i> - Passive (2 points)
Quick Learners are naturally a bit faster on their feet than their opponents, so this leads them to have a bit more time to formulate specialized techniques. This comes at the sacrifice of a bit of action beforehand, but to work out one of their plans, they often find it worth it.
Effect: User can choose to have .5 AP removed from one round and added to the next. Cannot change over more than 1.5 AP this way.

Mirror Coat<i></i> - Independent Special Move (3 points)
Restriction- C Rank and up
Often while they're planning what to do in a battle, a Quick Learner will get hit in defensive stance. Well, that won't do--so they'll strike back. With full force, and, just to rub salt in the wound, the exact same way.
Effect: The last ranged Ninjutsu the user was hit with can be reflected back at the caster for full damage at -2 accuracy and at 50% the original cost. None of the user's buffs are carried over to the jutsu, only those that were applied to the original cast. Can only be used once per round. User still takes full damage from the jutsu. Costs the same amount of AP it took the opponent to cast the jutsu.[/fontsize]
Weapon(s):
Equipment:
Slot 1: Approval Light Armor
Slot 2: Approval Pouch (Poison)
Slot 3: Approval Respirator
Contracts:
Contract name: Sakushi (With Sukochi and Suchi with Hivemind ability)
Contract Approval link: Sakushi and her hatchlings' information
  • Electric Mind Spider
  • HP: (25 + User's Level) x User's Chakra Control
  • CP: (30 + User's Level) x User's Chakra Control
  • Class Bonus: +5% Lightning Damage, +5% Sneak Attack Chance
  • High: Ninjutsu Accuracy, Genjutsu DC
  • Average: Melee Accuracy, Ranged Accuracy
  • Low: Genjutsu Save
Jutsu Sub-types:
1. Lightning Ninjutsu
2. Piercing Taijutsu
3. Will Genjutsu
Jutsu List:
>> Storm Bolt (Lightning)
>> Stab (Piercing)
>> Intimidation (Will)
>> Multi-Impale (Piercing)
>> Sear of the Mind (Will)
>> Electrocution (Lightning)
>> Cross Pierce (Piercing)
>> Amnesia (Will)
>> Pressure Pierce (Piercing)
>> Volt Charge (Lightning)
>> Paranoia (Will)
>> Zeus Flash (Lightning)
>> Lightning Beast (Lightning)
>> Million Stabs (Piercing)
>> Havoc of the Doomed Mind (Will)
>> Enraging Strike (Piercing)
>> Raijin's Vengeance (Lightning)
>> Kirin (Lightning)
>> Torment of the Physical Plain (Will)
>> Chaos of the Mental Plain (Will)
>> Hyper Thrust (Piercing)
Abilities:
1. Hivemind
2. Elemental Illusion (Lightning)
3.(Unlocked at S-rank)
Specialized Ability:
The Spider Huntsman - Spider Contract Passive
Spiders are hunters by nature, while some carefully spin their webs on the corner of a wall others seek their prey from the shadows. Spiders are excellent hiders and so are their honored summoners.

Effect:
- The user gains +2 Stealth, and have a 10% chance of entering stealth every time they do an action (this stacks with Active Camo).

Tangled Webs - Spider Independent Special Move
Webbing has a variety of uses, it can be used to climb, to hide and to trap. Spiders are masters of their web and because of this they provide a number of tactical advantages.

Effect: Once per round the user can place a web trap for 1 AP and 1% Max Cp; this is a Hidden Action. Web traps are placed with one of the following trigger conditions;
  • The Web Trap will trigger when the user is hit by an attack, targeting the one who attacked them. This setting will not trigger the same round it was armed.
  • The Web Trap will trigger one, two or three rounds later from the time it was cast (user's choice upon creating it), targeting an enemy of the user's choice (also chosen upon arming).
  • The Web Trap will trigger when the user no longer maintains it, targeting a random target. The maintain cost for web traps armed this way is 50 Cp per second during a round.
And upon creation, the user chooses one of the following effects it will have once it activates;
  • Binds the target at -5 penalty to hit. Physical bind that breaks on attack, or until a round has passed.
  • Causes 1 AP of suppression. Suppression caused by the web can exceed the cap of 2 AP suppression in a given round.
  • Stick to the victim's hands, causing a -1 accuracy to any attack that requires handseals. This debuff can be removed if the victim is struck with an A rank ninjutsu.
  • Deal 500 physical (considered taijutsu) damage on an opponent. If this damages a creation or a clone, the creation of clone would be automatically dispersed (the exception being those created with Dark Sage's Corrupted Energy)
Note:
- Once a web 'goes off', the web is destroyed, regardless of success.
- There is no limit to how many webs can be out at a given time.
- There is no limit to how many times a user can be effected by a web in a given round or a given battle.
- Once triggered, the web trap 'attacks' using either Ranged, Ninjutsu, or Melee Accuracy. If created while the user was in stealth, this will be a sneak attack.
- Web Traps that are triggered target things in stealth normally without performing a Blind Shot check. If the user is in stealth when a Web Trap is triggered, they will not be removed from stealth.
- This does not differentiate between friend or foe but the summon and the summoner are immune to the web traps. Web Traps may target creations and clones.
- Any time an AoE Fire attack is performed, one Web Trap is destroyed. An AOE is defined as an attack that targets multiple targets simultaneously (including ninjutsu spread). Additionally 'Fire' is defined as anything that uses 'Fire' ninjutsu as a part of its base element.

Venomtouch - Spider Contract Senjutsu
With a leaping bound the spider attempts to pin a target to the ground and then pierce their victim's tender flesh with their often times poison-laced fangs.

Effect: The spider bites an enemy target at with a +3 bonus to the attack, dealing 1000 damage that cannot partially hit (so all partial hits are considered to be full hits). The victim is inflicted with a Lingering Poison that does one of the following things;
  • Disorients the victim, causing them to have a 15% chance to attack a random target.
  • Slows the victim's perception, causing them to suffer a -1 accuracy and evasion penalty.
  • Thins the victim's blood so that their bleeding level increases by one rank each round until the bleed level is Rank 5 (this bleeding cannot be healed and persists even after the poison is no longer active). Cannot cause a target to bleed beyond Rank 5.
  • Cloud's the victim's judgement, reducing the opponent's genjutsu save as well as their genjutsu checks by -2.
Cost: 2.75 Ap and 2200 Cp

Note:
- Jutsu subtype is chosen when the contract creature is designed; determining its accuracy and damage type.
- The poison of this jutsu is a Lingering Injury Poison, and lasts 3 rounds.
- Only one effect can be applied to a target at a time. Once a poison has be dispersed, a new (or same) one may be applied once again.
- Subsequent attacks do not refresh the poison that is on the target. If a target is already under the effects of this poison when they are attacked, this attack does 2000 damage instead, ignores DR and cannot be auto-dodged.
Weapon:
Kinjutsu:
Kinjutsu Name:Rikudo Sennin
Kinjutsu Approval Link: Here
Kinjutsu path(s) Approval links:
Uchiha Path Approval


Dojo Request:

Weapon Update

Contract Update

Contract name: Sakushi (Note that her hatchlings, Sukochi and Suchi will be joining her with Hivemind ability)
Contract Approval link: Sakushi and her hatchlings
  • Electric Mind Spider
  • HP: (25 + User's Level) x User's Chakra Control
  • CP: (30 + User's Level) x User's Chakra Control
  • Class Bonus: +5% Lightning Damage, +5% Sneak Attack Chance
  • High: Ninjutsu Accuracy, Genjutsu DC
  • Average: Melee Accuracy, Ranged Accuracy
  • Low: Genjutsu Save
Jutsu Sub-types:
1. Lightning Ninjutsu
2. Piercing Taijutsu
3. Will Genjutsu
Jutsu List: (unlocked based on your summons rank.)
>> Storm Bolt (Lightning)
>> Stab (Piercing)
>> Intimidation (Will)
>> Multi-Impale (Piercing)
>> Sear of the Mind (Will)
>> Electrocution (Lightning)
>> Cross Pierce (Piercing)
>> Amnesia (Will)
>> Pressure Pierce (Piercing)
>> Volt Charge (Lightning)
>> Paranoia (Will)
>> Zeus Flash (Lightning)
>> Lightning Beast (Lightning)
>> Million Stabs (Piercing)
>> Havoc of the Doomed Mind (Will)
>> Enraging Strike (Piercing)
>> Raijin's Vengeance (Lightning)
>> Kirin (Lightning)
>> Torment of the Physical Plain (Will)
>> Chaos of the Mental Plain (Will)
>> Hyper Thrust (Piercing)
Abilities:
1. Hivemind
2. Elemental Illusion (Lightning)
3. Poison Mastery (Adding)
Specialized Ability:
The Spider Huntsman - Spider Contract Passive
Spiders are hunters by nature, while some carefully spin their webs on the corner of a wall others seek their prey from the shadows. Spiders are excellent hiders and so are their honored summoners.

Effect:
- The user gains +2 Stealth, and have a 10% chance of entering stealth every time they do an action (this stacks with Active Camo).

Tangled Webs - Spider Independent Special Move
Webbing has a variety of uses, it can be used to climb, to hide and to trap. Spiders are masters of their web and because of this they provide a number of tactical advantages.

Effect: Once per round the user can place a web trap for 1 AP and 1% Max Cp; this is a Hidden Action. Web traps are placed with one of the following trigger conditions;
  • The Web Trap will trigger when the user is hit by an attack, targeting the one who attacked them. This setting will not trigger the same round it was armed.
  • The Web Trap will trigger one, two or three rounds later from the time it was cast (user's choice upon creating it), targeting an enemy of the user's choice (also chosen upon arming).
  • The Web Trap will trigger when the user no longer maintains it, targeting a random target. The maintain cost for web traps armed this way is 50 Cp per second during a round.
And upon creation, the user chooses one of the following effects it will have once it activates;
  • Binds the target at -5 penalty to hit. Physical bind that breaks on attack, or until a round has passed.
  • Causes 1 AP of suppression. Suppression caused by the web can exceed the cap of 2 AP suppression in a given round.
  • Stick to the victim's hands, causing a -1 accuracy to any attack that requires handseals. This debuff can be removed if the victim is struck with an A rank ninjutsu.
  • Deal 500 physical (considered taijutsu) damage on an opponent. If this damages a creation or a clone, the creation of clone would be automatically dispersed (the exception being those created with Dark Sage's Corrupted Energy)
Note:
- Once a web 'goes off', the web is destroyed, regardless of success.
- There is no limit to how many webs can be out at a given time.
- There is no limit to how many times a user can be effected by a web in a given round or a given battle.
- Once triggered, the web trap 'attacks' using either Ranged, Ninjutsu, or Melee Accuracy. If created while the user was in stealth, this will be a sneak attack.
- Web Traps that are triggered target things in stealth normally without performing a Blind Shot check. If the user is in stealth when a Web Trap is triggered, they will not be removed from stealth.
- This does not differentiate between friend or foe but the summon and the summoner are immune to the web traps. Web Traps may target creations and clones.
- Any time an AoE Fire attack is performed, one Web Trap is destroyed. An AOE is defined as an attack that targets multiple targets simultaneously (including ninjutsu spread). Additionally 'Fire' is defined as anything that uses 'Fire' ninjutsu as a part of its base element.

Venomtouch - Spider Contract Senjutsu
With a leaping bound the spider attempts to pin a target to the ground and then pierce their victim's tender flesh with their often times poison-laced fangs.

Effect: The spider bites an enemy target at with a +3 bonus to the attack, dealing 1000 damage that cannot partially hit (so all partial hits are considered to be full hits). The victim is inflicted with a Lingering Poison that does one of the following things;
  • Disorients the victim, causing them to have a 15% chance to attack a random target.
  • Slows the victim's perception, causing them to suffer a -1 accuracy and evasion penalty.
  • Thins the victim's blood so that their bleeding level increases by one rank each round until the bleed level is Rank 5 (this bleeding cannot be healed and persists even after the poison is no longer active). Cannot cause a target to bleed beyond Rank 5.
  • Cloud's the victim's judgement, reducing the opponent's genjutsu save as well as their genjutsu checks by -2.
Cost: 2.75 Ap and 2200 Cp

Note:
- Jutsu subtype is chosen when the contract creature is designed; determining its accuracy and damage type.
- The poison of this jutsu is a Lingering Injury Poison, and lasts 3 rounds.
- Only one effect can be applied to a target at a time. Once a poison has be dispersed, a new (or same) one may be applied once again.
- Subsequent attacks do not refresh the poison that is on the target. If a target is already under the effects of this poison when they are attacked, this attack does 2000 damage instead, ignores DR and cannot be auto-dodged.
Weapon:



Approved, though your contract actually gets 6 A ranks when hitting the cap. Just an fyi.
 
  • Username: Kashino Yuu
  • Profile Link: Yuu's Profile
  • Training Link: Yuu's Training
  • OCR/Character Creation Link: Approval Link
  • In Character Rank: Genin
  • Out of character rank: A-Rank
  • Elemental Affinities: Lightning, Fire, Water, Storm

  • Character class:
    • Mind Reaper Spider
    • HP: (45+lvl) x stamina
    • CP: (50+lvl) x chakra control
    • Class Bonus: Kinjutsu Option
    • High: Genjutsu DC
    • Average: Ranged Accuracy, Genjutsu Save, Ninjutsu Accuracy
    • Low: Melee Accuracy
  • Character class approval: Here
Abilities:
Core Ability/Bloodline:
Quick Learner
Current Power Level: 2475
Approved Request Link
link to approved CA ability point distribution(CA only)
[fontsize="12"]Observation</U><i></i> - Independent Special Move (3 points)
By watching an enemy’s movements for an extended period of time, the Quick Learner picks up on their habits and tendencies, figuring out the best ways to come at them. They must be watching intently, remaining in a Defensive Stance while they observe.
Effect: For every AP they spend observing in Defensive Stance, the Quick Learner gains a +1 bonus to Accuracy and +5% Damage against the target they observe stacking up to +3 Accuracy and +15% Damage. If the target changes Style in any way, the bonus is negated, and they will have to observe the enemy in that style in order to gain the bonus again. May only observe 1 target at a time.

Prediction<i></i> - Passive (2 points)
It's not very wise to re-use the same skills against someone who can out-predict you. Quick Learners can adapt to their opponents' frequently used tactics in a flash, giving them a better chance to avoid getting hit by the same thing twice.
Effect: If the opponent uses the same technique as they have previously, the user gains +1 to resist or dodge it. Stacks twice. This buffs cancels if the user switches styles. Basic melee attacks are exempt from this.

Tactical Mind<i></i> - Passive (2 points)
Every battle is a game of chess to a Quick Learner, a means with which to hone their minds and skills. Those opponents they choose to practice these skills on don't generally fare too well.
Effect: +1 accuracy with all Mastered jutsu. Additional +.5 accuracy to all attacks every round after the second. Cannot gain more than +4 accuracy on any attack.

Situational Awareness - Passive (3 Points)
Having full knowledge of their surroundings with only a single glance, the Quick Learner is capable of knowing any changes to the surroundings and are capable of knowing who is where at all times.
Effect: The user gains +2 Awareness. Whenever the user attacks someone in stealth normally when doing a Blind Shot without the need of an Awareness check.

Sharp Insight<i></i> - Passive (2 points)
An enemy's weaknesses are open for a Quick Learner to read, and to hit them with, that they can tell what their opponent is less skilled at and what they need to do to hit them.
Effect: If the targeted opponent's Ninjutsu is lower than their Taijutsu, the user's Ninjutsu damage is increased by 10%. If the opponent's Taijutsu is lower than their Ninjutsu, the user's Taijutsu damage is increased by 10%. If both stats are equal, both Ninjutsu and Taijutsu are raised by 5%.

Forewarn - Passive (3 points)
Restriction- C Rank and up
It's difficult to hide what you know from someone who can predict your every move. Sometimes, they can know what you have before you use it. A Quick Learner has an innate sense of their opponents' strengths born of a lifetime of adaptation and reading motion.
Effect: The user may activate up to 2 Activated Auto-dodges a round. The second costing +50% CP.

<U>Adaptability<i></i> - Boost (3x, 1 point each)
Restriction- C Rank and up, can be purchased up to three times
A veteran of the battlefield, the Quick Learner doesn't let little things like obstacles and terrain bother them. It doesn't matter what the area looks like, a Quick Learner's movements can adapt to anywhere.
Effect: The user resists -1 Accuracy and Dodge from terrain effecting techniques such as Hidden Mist or Earthslide River, this amount is reduced from the cumulative debuffs and not per-jutsu. In addition, the user has +1 Dodge against all Delayed attacks, traps and binds.

Double Image<i></i> - Jutsu (1 point, 1 to rank up)
Restriction- A-Rank and up
The perfection of a Quick Learner's skill, they are able to perfectly copy the last motion the opponent made, down to the very specializations that make it all the more powerful. This is even strong enough to duplicate skills the Quick Learner does not know themselves.
Rank 1: The user attacks with the last offensive jutsu the opponent used in the previous round at -3 accuracy and +30% Cp. All chakra costs and applicable buffs from both the user and the opponent apply (But do not stack). If the user knows the jutsu themselves, 10% is removed from the chakra cost and the accuracy penalty is reduced by -1.
Rank 2: The user attacks with any offensive jutsu the opponent used in the previous round at -2 accuracy and +20% Cp. All chakra costs and applicable buffs from both the user and the opponent apply (But do not stack). If the user knows the jutsu themselves, 10% is removed from the chakra cost and the accuracy penalty is removed.
Cost: Chakra and AP cost for used jutsu.
Notes:</I> Can only be used once per round. Allows the user to use jutsu beyond their capabilities. This does not work against Bloodline, Core Ability, or Kinjutsu techniques.[/fontsize]
[fontsize="12"]Offensive Insight<i></i> - Boost (1 point)
Restriction- May be purchased twice
A Quick Learner who has been gifted with Insight can easily learn to take that power to an offensive end rather than defensive. Instead of analyzing enemy movement to see when they should evade attacks, they do so to see when is the best time to strike.
Effect: Adds a 5% auto-hit to the user's attacks.

Expanded Knowledge<i></i> - Boost (3 points)
Restriction- Can be purchased a maximum of two times
Due to their natural talent for learning things at a faster rate, Quick Learners find themselves able to retain more knowledge and master more abilities than others.
Effect: Gain an extra Ability slot; this cannot be chosen if the user has a Kinjutsu, and is Auto-untrained if they gain one.
Note 1:<I> A Chimera with 2 BL/CA may purchase this skill normally, but may only purchase this a single time. A Chimera with 3 BL/CA that choose this passive must purchase this ability twice, but only count has having a single extra ability slot.
Note 2:A Rikudo Sennin path may purchase this skill normally, but the extra ability slots only applies to that particular path.


Upgrade<i></i> - Passive (2 points)
Quick Learners are naturally a bit faster on their feet than their opponents, so this leads them to have a bit more time to formulate specialized techniques. This comes at the sacrifice of a bit of action beforehand, but to work out one of their plans, they often find it worth it.
Effect: User can choose to have .5 AP removed from one round and added to the next. Cannot change over more than 1.5 AP this way.

Mirror Coat<i></i> - Independent Special Move (3 points)
Restriction- C Rank and up
Often while they're planning what to do in a battle, a Quick Learner will get hit in defensive stance. Well, that won't do--so they'll strike back. With full force, and, just to rub salt in the wound, the exact same way.
Effect: The last ranged Ninjutsu the user was hit with can be reflected back at the caster for full damage at -2 accuracy and at 50% the original cost. None of the user's buffs are carried over to the jutsu, only those that were applied to the original cast. Can only be used once per round. User still takes full damage from the jutsu. Costs the same amount of AP it took the opponent to cast the jutsu.[/fontsize]
Weapon(s):
Equipment:
Slot 1: Approval Light Armor
Slot 2: Approval Pouch (Poison)
Slot 3: Approval Respirator
Contracts:
Contract name: Sakushi (With Sukochi and Suchi with Hivemind ability)
Contract Approval link: Sakushi and her hatchlings' information
  • Electric Mind Spider
  • HP: (25 + User's Level) x User's Chakra Control
  • CP: (30 + User's Level) x User's Chakra Control
  • Class Bonus: +5% Lightning Damage, +5% Sneak Attack Chance
  • High: Ninjutsu Accuracy, Genjutsu DC
  • Average: Melee Accuracy, Ranged Accuracy
  • Low: Genjutsu Save
Jutsu Sub-types:
1. Lightning Ninjutsu
2. Piercing Taijutsu
3. Will Genjutsu
Jutsu List:
>> Storm Bolt (Lightning)
>> Stab (Piercing)
>> Intimidation (Will)
>> Multi-Impale (Piercing)
>> Sear of the Mind (Will)
>> Electrocution (Lightning)
>> Cross Pierce (Piercing)
>> Amnesia (Will)
>> Pressure Pierce (Piercing)
>> Volt Charge (Lightning)
>> Paranoia (Will)
>> Zeus Flash (Lightning)
>> Lightning Beast (Lightning)
>> Million Stabs (Piercing)
>> Havoc of the Doomed Mind (Will)
>> Enraging Strike (Piercing)
>> Raijin's Vengeance (Lightning)
>> Kirin (Lightning)
>> Torment of the Physical Plain (Will)
>> Chaos of the Mental Plain (Will)
>> Hyper Thrust (Piercing)
Abilities:
1. Hivemind
2. Elemental Illusion (Lightning)
3. Poison Mastery
Specialized Ability:
The Spider Huntsman - Spider Contract Passive
Spiders are hunters by nature, while some carefully spin their webs on the corner of a wall others seek their prey from the shadows. Spiders are excellent hiders and so are their honored summoners.

Effect:
- The user gains +2 Stealth, and have a 10% chance of entering stealth every time they do an action (this stacks with Active Camo).

Tangled Webs - Spider Independent Special Move
Webbing has a variety of uses, it can be used to climb, to hide and to trap. Spiders are masters of their web and because of this they provide a number of tactical advantages.

Effect: Once per round the user can place a web trap for 1 AP and 1% Max Cp; this is a Hidden Action. Web traps are placed with one of the following trigger conditions;
  • The Web Trap will trigger when the user is hit by an attack, targeting the one who attacked them. This setting will not trigger the same round it was armed.
  • The Web Trap will trigger one, two or three rounds later from the time it was cast (user's choice upon creating it), targeting an enemy of the user's choice (also chosen upon arming).
  • The Web Trap will trigger when the user no longer maintains it, targeting a random target. The maintain cost for web traps armed this way is 50 Cp per second during a round.
And upon creation, the user chooses one of the following effects it will have once it activates;
  • Binds the target at -5 penalty to hit. Physical bind that breaks on attack, or until a round has passed.
  • Causes 1 AP of suppression. Suppression caused by the web can exceed the cap of 2 AP suppression in a given round.
  • Stick to the victim's hands, causing a -1 accuracy to any attack that requires handseals. This debuff can be removed if the victim is struck with an A rank ninjutsu.
  • Deal 500 physical (considered taijutsu) damage on an opponent. If this damages a creation or a clone, the creation of clone would be automatically dispersed (the exception being those created with Dark Sage's Corrupted Energy)
Note:
- Once a web 'goes off', the web is destroyed, regardless of success.
- There is no limit to how many webs can be out at a given time.
- There is no limit to how many times a user can be effected by a web in a given round or a given battle.
- Once triggered, the web trap 'attacks' using either Ranged, Ninjutsu, or Melee Accuracy. If created while the user was in stealth, this will be a sneak attack.
- Web Traps that are triggered target things in stealth normally without performing a Blind Shot check. If the user is in stealth when a Web Trap is triggered, they will not be removed from stealth.
- This does not differentiate between friend or foe but the summon and the summoner are immune to the web traps. Web Traps may target creations and clones.
- Any time an AoE Fire attack is performed, one Web Trap is destroyed. An AOE is defined as an attack that targets multiple targets simultaneously (including ninjutsu spread). Additionally 'Fire' is defined as anything that uses 'Fire' ninjutsu as a part of its base element.

Venomtouch - Spider Contract Senjutsu
With a leaping bound the spider attempts to pin a target to the ground and then pierce their victim's tender flesh with their often times poison-laced fangs.

Effect: The spider bites an enemy target at with a +3 bonus to the attack, dealing 1000 damage that cannot partially hit (so all partial hits are considered to be full hits). The victim is inflicted with a Lingering Poison that does one of the following things;
  • Disorients the victim, causing them to have a 15% chance to attack a random target.
  • Slows the victim's perception, causing them to suffer a -1 accuracy and evasion penalty.
  • Thins the victim's blood so that their bleeding level increases by one rank each round until the bleed level is Rank 5 (this bleeding cannot be healed and persists even after the poison is no longer active). Cannot cause a target to bleed beyond Rank 5.
  • Cloud's the victim's judgement, reducing the opponent's genjutsu save as well as their genjutsu checks by -2.
Cost: 2.75 Ap and 2200 Cp

Note:
- Jutsu subtype is chosen when the contract creature is designed; determining its accuracy and damage type.
- The poison of this jutsu is a Lingering Injury Poison, and lasts 3 rounds.
- Only one effect can be applied to a target at a time. Once a poison has be dispersed, a new (or same) one may be applied once again.
- Subsequent attacks do not refresh the poison that is on the target. If a target is already under the effects of this poison when they are attacked, this attack does 2000 damage instead, ignores DR and cannot be auto-dodged.
Weapon:
Kinjutsu:
Kinjutsu Name:Rikudo Sennin
Kinjutsu Approval Link: Here
Kinjutsu path(s) Approval links:
Uchiha Path Approval


Dojo Request:

Element Request:

Base Element Adding: Wind (Free Major Element Proof Link)
Advanced Element Adding: Scorch, Kinesis, Plasma, Poison (if Wind is accepted), Photon (if Wind is accepted), Mirror (if Wind is accepted), Ice (if Wind is accepted)

Contract Update

Contract name: Sakushi (Note that her hatchlings, Sukochi and Suchi will be joining her with Hivemind ability)
Contract Approval link: Sakushi and her hatchlings
  • Electric Mind Spider
  • HP: (25 + User's Level) x User's Chakra Control
  • CP: (30 + User's Level) x User's Chakra Control
  • Class Bonus: +5% Lightning Damage, +5% Sneak Attack Chance
  • High: Ninjutsu Accuracy, Genjutsu DC
  • Average: Melee Accuracy, Ranged Accuracy
  • Low: Genjutsu Save
Jutsu Sub-types:
1. Lightning Ninjutsu
2. Piercing Taijutsu
3. Will Genjutsu
Jutsu List: (unlocked based on your summons rank.)
>> Storm Bolt (Lightning)
>> Stab (Piercing)
>> Intimidation (Will)
>> Multi-Impale (Piercing)
>> Sear of the Mind (Will)
>> Electrocution (Lightning)
>> Cross Pierce (Piercing)
>> Amnesia (Will)
>> Pressure Pierce (Piercing)
>> Volt Charge (Lightning)
>> Paranoia (Will)
>> Zeus Flash (Lightning)
>> Lightning Beast (Lightning)
>> Million Stabs (Piercing)
>> Havoc of the Doomed Mind (Will)
>> Enraging Strike (Piercing)
>> Raijin's Vengeance (Lightning)
>> Kirin (Lightning)
>> Torment of the Physical Plain (Will)
>> Chaos of the Mental Plain (Will)
>> Hyper Thrust (Piercing)
Abilities:
1. Hivemind
2. Elemental Illusion (Lightning)
3. Poison Mastery
4. Sharp Sense (Adding)
5. Sixth Sense (Adding)
6. Mind Overflow (Adding)
Specialized Ability:
The Spider Huntsman - Spider Contract Passive
Spiders are hunters by nature, while some carefully spin their webs on the corner of a wall others seek their prey from the shadows. Spiders are excellent hiders and so are their honored summoners.

Effect:
- The user gains +2 Stealth, and have a 10% chance of entering stealth every time they do an action (this stacks with Active Camo).

Tangled Webs - Spider Independent Special Move
Webbing has a variety of uses, it can be used to climb, to hide and to trap. Spiders are masters of their web and because of this they provide a number of tactical advantages.

Effect: Once per round the user can place a web trap for 1 AP and 1% Max Cp; this is a Hidden Action. Web traps are placed with one of the following trigger conditions;
  • The Web Trap will trigger when the user is hit by an attack, targeting the one who attacked them. This setting will not trigger the same round it was armed.
  • The Web Trap will trigger one, two or three rounds later from the time it was cast (user's choice upon creating it), targeting an enemy of the user's choice (also chosen upon arming).
  • The Web Trap will trigger when the user no longer maintains it, targeting a random target. The maintain cost for web traps armed this way is 50 Cp per second during a round.
And upon creation, the user chooses one of the following effects it will have once it activates;
  • Binds the target at -5 penalty to hit. Physical bind that breaks on attack, or until a round has passed.
  • Causes 1 AP of suppression. Suppression caused by the web can exceed the cap of 2 AP suppression in a given round.
  • Stick to the victim's hands, causing a -1 accuracy to any attack that requires handseals. This debuff can be removed if the victim is struck with an A rank ninjutsu.
  • Deal 500 physical (considered taijutsu) damage on an opponent. If this damages a creation or a clone, the creation of clone would be automatically dispersed (the exception being those created with Dark Sage's Corrupted Energy)
Note:
- Once a web 'goes off', the web is destroyed, regardless of success.
- There is no limit to how many webs can be out at a given time.
- There is no limit to how many times a user can be effected by a web in a given round or a given battle.
- Once triggered, the web trap 'attacks' using either Ranged, Ninjutsu, or Melee Accuracy. If created while the user was in stealth, this will be a sneak attack.
- Web Traps that are triggered target things in stealth normally without performing a Blind Shot check. If the user is in stealth when a Web Trap is triggered, they will not be removed from stealth.
- This does not differentiate between friend or foe but the summon and the summoner are immune to the web traps. Web Traps may target creations and clones.
- Any time an AoE Fire attack is performed, one Web Trap is destroyed. An AOE is defined as an attack that targets multiple targets simultaneously (including ninjutsu spread). Additionally 'Fire' is defined as anything that uses 'Fire' ninjutsu as a part of its base element.

Venomtouch - Spider Contract Senjutsu
With a leaping bound the spider attempts to pin a target to the ground and then pierce their victim's tender flesh with their often times poison-laced fangs.

Effect: The spider bites an enemy target at with a +3 bonus to the attack, dealing 1000 damage that cannot partially hit (so all partial hits are considered to be full hits). The victim is inflicted with a Lingering Poison that does one of the following things;
  • Disorients the victim, causing them to have a 15% chance to attack a random target.
  • Slows the victim's perception, causing them to suffer a -1 accuracy and evasion penalty.
  • Thins the victim's blood so that their bleeding level increases by one rank each round until the bleed level is Rank 5 (this bleeding cannot be healed and persists even after the poison is no longer active). Cannot cause a target to bleed beyond Rank 5.
  • Cloud's the victim's judgement, reducing the opponent's genjutsu save as well as their genjutsu checks by -2.
Cost: 2.75 Ap and 2200 Cp

Note:
- Jutsu subtype is chosen when the contract creature is designed; determining its accuracy and damage type.
- The poison of this jutsu is a Lingering Injury Poison, and lasts 3 rounds.
- Only one effect can be applied to a target at a time. Once a poison has be dispersed, a new (or same) one may be applied once again.
- Subsequent attacks do not refresh the poison that is on the target. If a target is already under the effects of this poison when they are attacked, this attack does 2000 damage instead, ignores DR and cannot be auto-dodged.
Weapon:
 
Major affinity for Wind denied (see edit note below). AE requests denied for the time being. According to the rules here, you can only have a max to 4 Advanced Elements. According to your dojo, you own Storm, which means you have 3 more AE slots to fill. Once you fix that, repost your edit and I can approve your AEs (just make sure the major/minor elements match as well, too). Note: there is an ASP card here that allows you to have additional AEs beyond the cap of 4. You can purchase that in your training and link that here.

Contract update denied. Refer to how to build your contract summon here. First, your contract can only have a max of 3 abilities, which have already been approved previously and are now set. It does not have 6, so those updates are not approved. Second, make sure the jutsu your Contract has correspond to your OOC rank. At A-Rank, your contract has "4" jutsu in each category. Once S-Rank, your A-rank jutsu bumps up to "6" total for your contract. If you're currently A-Rank as your post suggests, your 1 A-rank jutsu over what your contract is supposed to have. If S-Rank, please add 1 more for a total of 6.

If you have any more questions, feel free to PM/DM me.


EDIT: I noticed you already used your Free Major element card here to request Fire major, which was approved by the mod below your post. For that, your Major Affinity for Wind has been denied. If there is a misunderstanding of some sort, feel free to message me.

Kashino Yuu said:
  • Username: Kashino Yuu
  • Profile Link: Yuu's Profile
  • Training Link: Yuu's Training
  • OCR/Character Creation Link: Approval Link
  • In Character Rank: Genin
  • Out of character rank: A-Rank
  • Elemental Affinities: Lightning, Fire, Water, Storm

  • Character class:
    • Mind Reaper Spider
    • HP: (45+lvl) x stamina
    • CP: (50+lvl) x chakra control
    • Class Bonus: Kinjutsu Option
    • High: Genjutsu DC
    • Average: Ranged Accuracy, Genjutsu Save, Ninjutsu Accuracy
    • Low: Melee Accuracy
  • Character class approval: Here
Abilities:
Core Ability/Bloodline:
Quick Learner
Current Power Level: 2475
Approved Request Link
link to approved CA ability point distribution(CA only)
[fontsize="12"]Observation</U><i></i> - Independent Special Move (3 points)
By watching an enemy’s movements for an extended period of time, the Quick Learner picks up on their habits and tendencies, figuring out the best ways to come at them. They must be watching intently, remaining in a Defensive Stance while they observe.
Effect: For every AP they spend observing in Defensive Stance, the Quick Learner gains a +1 bonus to Accuracy and +5% Damage against the target they observe stacking up to +3 Accuracy and +15% Damage. If the target changes Style in any way, the bonus is negated, and they will have to observe the enemy in that style in order to gain the bonus again. May only observe 1 target at a time.

Prediction<i></i> - Passive (2 points)
It's not very wise to re-use the same skills against someone who can out-predict you. Quick Learners can adapt to their opponents' frequently used tactics in a flash, giving them a better chance to avoid getting hit by the same thing twice.
Effect: If the opponent uses the same technique as they have previously, the user gains +1 to resist or dodge it. Stacks twice. This buffs cancels if the user switches styles. Basic melee attacks are exempt from this.

Tactical Mind<i></i> - Passive (2 points)
Every battle is a game of chess to a Quick Learner, a means with which to hone their minds and skills. Those opponents they choose to practice these skills on don't generally fare too well.
Effect: +1 accuracy with all Mastered jutsu. Additional +.5 accuracy to all attacks every round after the second. Cannot gain more than +4 accuracy on any attack.

Situational Awareness - Passive (3 Points)
Having full knowledge of their surroundings with only a single glance, the Quick Learner is capable of knowing any changes to the surroundings and are capable of knowing who is where at all times.
Effect: The user gains +2 Awareness. Whenever the user attacks someone in stealth normally when doing a Blind Shot without the need of an Awareness check.

Sharp Insight<i></i> - Passive (2 points)
An enemy's weaknesses are open for a Quick Learner to read, and to hit them with, that they can tell what their opponent is less skilled at and what they need to do to hit them.
Effect: If the targeted opponent's Ninjutsu is lower than their Taijutsu, the user's Ninjutsu damage is increased by 10%. If the opponent's Taijutsu is lower than their Ninjutsu, the user's Taijutsu damage is increased by 10%. If both stats are equal, both Ninjutsu and Taijutsu are raised by 5%.

Forewarn - Passive (3 points)
Restriction- C Rank and up
It's difficult to hide what you know from someone who can predict your every move. Sometimes, they can know what you have before you use it. A Quick Learner has an innate sense of their opponents' strengths born of a lifetime of adaptation and reading motion.
Effect: The user may activate up to 2 Activated Auto-dodges a round. The second costing +50% CP.

<U>Adaptability<i></i> - Boost (3x, 1 point each)
Restriction- C Rank and up, can be purchased up to three times
A veteran of the battlefield, the Quick Learner doesn't let little things like obstacles and terrain bother them. It doesn't matter what the area looks like, a Quick Learner's movements can adapt to anywhere.
Effect: The user resists -1 Accuracy and Dodge from terrain effecting techniques such as Hidden Mist or Earthslide River, this amount is reduced from the cumulative debuffs and not per-jutsu. In addition, the user has +1 Dodge against all Delayed attacks, traps and binds.

Double Image<i></i> - Jutsu (1 point, 1 to rank up)
Restriction- A-Rank and up
The perfection of a Quick Learner's skill, they are able to perfectly copy the last motion the opponent made, down to the very specializations that make it all the more powerful. This is even strong enough to duplicate skills the Quick Learner does not know themselves.
Rank 1: The user attacks with the last offensive jutsu the opponent used in the previous round at -3 accuracy and +30% Cp. All chakra costs and applicable buffs from both the user and the opponent apply (But do not stack). If the user knows the jutsu themselves, 10% is removed from the chakra cost and the accuracy penalty is reduced by -1.
Rank 2: The user attacks with any offensive jutsu the opponent used in the previous round at -2 accuracy and +20% Cp. All chakra costs and applicable buffs from both the user and the opponent apply (But do not stack). If the user knows the jutsu themselves, 10% is removed from the chakra cost and the accuracy penalty is removed.
Cost: Chakra and AP cost for used jutsu.
Notes:</I> Can only be used once per round. Allows the user to use jutsu beyond their capabilities. This does not work against Bloodline, Core Ability, or Kinjutsu techniques.[/fontsize]
[fontsize="12"]Offensive Insight<i></i> - Boost (1 point)
Restriction- May be purchased twice
A Quick Learner who has been gifted with Insight can easily learn to take that power to an offensive end rather than defensive. Instead of analyzing enemy movement to see when they should evade attacks, they do so to see when is the best time to strike.
Effect: Adds a 5% auto-hit to the user's attacks.

Expanded Knowledge<i></i> - Boost (3 points)
Restriction- Can be purchased a maximum of two times
Due to their natural talent for learning things at a faster rate, Quick Learners find themselves able to retain more knowledge and master more abilities than others.
Effect: Gain an extra Ability slot; this cannot be chosen if the user has a Kinjutsu, and is Auto-untrained if they gain one.
Note 1:<I> A Chimera with 2 BL/CA may purchase this skill normally, but may only purchase this a single time. A Chimera with 3 BL/CA that choose this passive must purchase this ability twice, but only count has having a single extra ability slot.
Note 2:A Rikudo Sennin path may purchase this skill normally, but the extra ability slots only applies to that particular path.


Upgrade<i></i> - Passive (2 points)
Quick Learners are naturally a bit faster on their feet than their opponents, so this leads them to have a bit more time to formulate specialized techniques. This comes at the sacrifice of a bit of action beforehand, but to work out one of their plans, they often find it worth it.
Effect: User can choose to have .5 AP removed from one round and added to the next. Cannot change over more than 1.5 AP this way.

Mirror Coat<i></i> - Independent Special Move (3 points)
Restriction- C Rank and up
Often while they're planning what to do in a battle, a Quick Learner will get hit in defensive stance. Well, that won't do--so they'll strike back. With full force, and, just to rub salt in the wound, the exact same way.
Effect: The last ranged Ninjutsu the user was hit with can be reflected back at the caster for full damage at -2 accuracy and at 50% the original cost. None of the user's buffs are carried over to the jutsu, only those that were applied to the original cast. Can only be used once per round. User still takes full damage from the jutsu. Costs the same amount of AP it took the opponent to cast the jutsu.[/fontsize]
Weapon(s):
Equipment:
Slot 1: Approval Light Armor
Slot 2: Approval Pouch (Poison)
Slot 3: Approval Respirator
Contracts:
Contract name: Sakushi (With Sukochi and Suchi with Hivemind ability)
Contract Approval link: Sakushi and her hatchlings' information
  • Electric Mind Spider
  • HP: (25 + User's Level) x User's Chakra Control
  • CP: (30 + User's Level) x User's Chakra Control
  • Class Bonus: +5% Lightning Damage, +5% Sneak Attack Chance
  • High: Ninjutsu Accuracy, Genjutsu DC
  • Average: Melee Accuracy, Ranged Accuracy
  • Low: Genjutsu Save
Jutsu Sub-types:
1. Lightning Ninjutsu
2. Piercing Taijutsu
3. Will Genjutsu
Jutsu List:
>> Storm Bolt (Lightning)
>> Stab (Piercing)
>> Intimidation (Will)
>> Multi-Impale (Piercing)
>> Sear of the Mind (Will)
>> Electrocution (Lightning)
>> Cross Pierce (Piercing)
>> Amnesia (Will)
>> Pressure Pierce (Piercing)
>> Volt Charge (Lightning)
>> Paranoia (Will)
>> Zeus Flash (Lightning)
>> Lightning Beast (Lightning)
>> Million Stabs (Piercing)
>> Havoc of the Doomed Mind (Will)
>> Enraging Strike (Piercing)
>> Raijin's Vengeance (Lightning)
>> Kirin (Lightning)
>> Torment of the Physical Plain (Will)
>> Chaos of the Mental Plain (Will)
>> Hyper Thrust (Piercing)
Abilities:
1. Hivemind
2. Elemental Illusion (Lightning)
3. Poison Mastery
Specialized Ability:
The Spider Huntsman - Spider Contract Passive
Spiders are hunters by nature, while some carefully spin their webs on the corner of a wall others seek their prey from the shadows. Spiders are excellent hiders and so are their honored summoners.

Effect:
- The user gains +2 Stealth, and have a 10% chance of entering stealth every time they do an action (this stacks with Active Camo).

Tangled Webs - Spider Independent Special Move
Webbing has a variety of uses, it can be used to climb, to hide and to trap. Spiders are masters of their web and because of this they provide a number of tactical advantages.

Effect: Once per round the user can place a web trap for 1 AP and 1% Max Cp; this is a Hidden Action. Web traps are placed with one of the following trigger conditions;
  • The Web Trap will trigger when the user is hit by an attack, targeting the one who attacked them. This setting will not trigger the same round it was armed.
  • The Web Trap will trigger one, two or three rounds later from the time it was cast (user's choice upon creating it), targeting an enemy of the user's choice (also chosen upon arming).
  • The Web Trap will trigger when the user no longer maintains it, targeting a random target. The maintain cost for web traps armed this way is 50 Cp per second during a round.
And upon creation, the user chooses one of the following effects it will have once it activates;
  • Binds the target at -5 penalty to hit. Physical bind that breaks on attack, or until a round has passed.
  • Causes 1 AP of suppression. Suppression caused by the web can exceed the cap of 2 AP suppression in a given round.
  • Stick to the victim's hands, causing a -1 accuracy to any attack that requires handseals. This debuff can be removed if the victim is struck with an A rank ninjutsu.
  • Deal 500 physical (considered taijutsu) damage on an opponent. If this damages a creation or a clone, the creation of clone would be automatically dispersed (the exception being those created with Dark Sage's Corrupted Energy)
Note:
- Once a web 'goes off', the web is destroyed, regardless of success.
- There is no limit to how many webs can be out at a given time.
- There is no limit to how many times a user can be effected by a web in a given round or a given battle.
- Once triggered, the web trap 'attacks' using either Ranged, Ninjutsu, or Melee Accuracy. If created while the user was in stealth, this will be a sneak attack.
- Web Traps that are triggered target things in stealth normally without performing a Blind Shot check. If the user is in stealth when a Web Trap is triggered, they will not be removed from stealth.
- This does not differentiate between friend or foe but the summon and the summoner are immune to the web traps. Web Traps may target creations and clones.
- Any time an AoE Fire attack is performed, one Web Trap is destroyed. An AOE is defined as an attack that targets multiple targets simultaneously (including ninjutsu spread). Additionally 'Fire' is defined as anything that uses 'Fire' ninjutsu as a part of its base element.

Venomtouch - Spider Contract Senjutsu
With a leaping bound the spider attempts to pin a target to the ground and then pierce their victim's tender flesh with their often times poison-laced fangs.

Effect: The spider bites an enemy target at with a +3 bonus to the attack, dealing 1000 damage that cannot partially hit (so all partial hits are considered to be full hits). The victim is inflicted with a Lingering Poison that does one of the following things;
  • Disorients the victim, causing them to have a 15% chance to attack a random target.
  • Slows the victim's perception, causing them to suffer a -1 accuracy and evasion penalty.
  • Thins the victim's blood so that their bleeding level increases by one rank each round until the bleed level is Rank 5 (this bleeding cannot be healed and persists even after the poison is no longer active). Cannot cause a target to bleed beyond Rank 5.
  • Cloud's the victim's judgement, reducing the opponent's genjutsu save as well as their genjutsu checks by -2.
Cost: 2.75 Ap and 2200 Cp

Note:
- Jutsu subtype is chosen when the contract creature is designed; determining its accuracy and damage type.
- The poison of this jutsu is a Lingering Injury Poison, and lasts 3 rounds.
- Only one effect can be applied to a target at a time. Once a poison has be dispersed, a new (or same) one may be applied once again.
- Subsequent attacks do not refresh the poison that is on the target. If a target is already under the effects of this poison when they are attacked, this attack does 2000 damage instead, ignores DR and cannot be auto-dodged.
Weapon:
Kinjutsu:
Kinjutsu Name:Rikudo Sennin
Kinjutsu Approval Link: Here
Kinjutsu path(s) Approval links:
Uchiha Path Approval


Dojo Request:

Element Request:

Base Element Adding: Wind (Free Major Element Proof Link)
Advanced Element Adding: Scorch, Kinesis, Plasma, Poison (if Wind is accepted), Photon (if Wind is accepted), Mirror (if Wind is accepted), Ice (if Wind is accepted)

Contract Update

Contract name: Sakushi (Note that her hatchlings, Sukochi and Suchi will be joining her with Hivemind ability)
Contract Approval link: Sakushi and her hatchlings
  • Electric Mind Spider
  • HP: (25 + User's Level) x User's Chakra Control
  • CP: (30 + User's Level) x User's Chakra Control
  • Class Bonus: +5% Lightning Damage, +5% Sneak Attack Chance
  • High: Ninjutsu Accuracy, Genjutsu DC
  • Average: Melee Accuracy, Ranged Accuracy
  • Low: Genjutsu Save
Jutsu Sub-types:
1. Lightning Ninjutsu
2. Piercing Taijutsu
3. Will Genjutsu
Jutsu List: (unlocked based on your summons rank.)
>> Storm Bolt (Lightning)
>> Stab (Piercing)
>> Intimidation (Will)
>> Multi-Impale (Piercing)
>> Sear of the Mind (Will)
>> Electrocution (Lightning)
>> Cross Pierce (Piercing)
>> Amnesia (Will)
>> Pressure Pierce (Piercing)
>> Volt Charge (Lightning)
>> Paranoia (Will)
>> Zeus Flash (Lightning)
>> Lightning Beast (Lightning)
>> Million Stabs (Piercing)
>> Havoc of the Doomed Mind (Will)
>> Enraging Strike (Piercing)
>> Raijin's Vengeance (Lightning)
>> Kirin (Lightning)
>> Torment of the Physical Plain (Will)
>> Chaos of the Mental Plain (Will)
>> Hyper Thrust (Piercing)
Abilities:
1. Hivemind
2. Elemental Illusion (Lightning)
3. Poison Mastery
4. Sharp Sense (Adding)
5. Sixth Sense (Adding)
6. Mind Overflow (Adding)
Specialized Ability:
The Spider Huntsman - Spider Contract Passive
Spiders are hunters by nature, while some carefully spin their webs on the corner of a wall others seek their prey from the shadows. Spiders are excellent hiders and so are their honored summoners.

Effect:
- The user gains +2 Stealth, and have a 10% chance of entering stealth every time they do an action (this stacks with Active Camo).

Tangled Webs - Spider Independent Special Move
Webbing has a variety of uses, it can be used to climb, to hide and to trap. Spiders are masters of their web and because of this they provide a number of tactical advantages.

Effect: Once per round the user can place a web trap for 1 AP and 1% Max Cp; this is a Hidden Action. Web traps are placed with one of the following trigger conditions;
  • The Web Trap will trigger when the user is hit by an attack, targeting the one who attacked them. This setting will not trigger the same round it was armed.
  • The Web Trap will trigger one, two or three rounds later from the time it was cast (user's choice upon creating it), targeting an enemy of the user's choice (also chosen upon arming).
  • The Web Trap will trigger when the user no longer maintains it, targeting a random target. The maintain cost for web traps armed this way is 50 Cp per second during a round.
And upon creation, the user chooses one of the following effects it will have once it activates;
  • Binds the target at -5 penalty to hit. Physical bind that breaks on attack, or until a round has passed.
  • Causes 1 AP of suppression. Suppression caused by the web can exceed the cap of 2 AP suppression in a given round.
  • Stick to the victim's hands, causing a -1 accuracy to any attack that requires handseals. This debuff can be removed if the victim is struck with an A rank ninjutsu.
  • Deal 500 physical (considered taijutsu) damage on an opponent. If this damages a creation or a clone, the creation of clone would be automatically dispersed (the exception being those created with Dark Sage's Corrupted Energy)
Note:
- Once a web 'goes off', the web is destroyed, regardless of success.
- There is no limit to how many webs can be out at a given time.
- There is no limit to how many times a user can be effected by a web in a given round or a given battle.
- Once triggered, the web trap 'attacks' using either Ranged, Ninjutsu, or Melee Accuracy. If created while the user was in stealth, this will be a sneak attack.
- Web Traps that are triggered target things in stealth normally without performing a Blind Shot check. If the user is in stealth when a Web Trap is triggered, they will not be removed from stealth.
- This does not differentiate between friend or foe but the summon and the summoner are immune to the web traps. Web Traps may target creations and clones.
- Any time an AoE Fire attack is performed, one Web Trap is destroyed. An AOE is defined as an attack that targets multiple targets simultaneously (including ninjutsu spread). Additionally 'Fire' is defined as anything that uses 'Fire' ninjutsu as a part of its base element.

Venomtouch - Spider Contract Senjutsu
With a leaping bound the spider attempts to pin a target to the ground and then pierce their victim's tender flesh with their often times poison-laced fangs.

Effect: The spider bites an enemy target at with a +3 bonus to the attack, dealing 1000 damage that cannot partially hit (so all partial hits are considered to be full hits). The victim is inflicted with a Lingering Poison that does one of the following things;
  • Disorients the victim, causing them to have a 15% chance to attack a random target.
  • Slows the victim's perception, causing them to suffer a -1 accuracy and evasion penalty.
  • Thins the victim's blood so that their bleeding level increases by one rank each round until the bleed level is Rank 5 (this bleeding cannot be healed and persists even after the poison is no longer active). Cannot cause a target to bleed beyond Rank 5.
  • Cloud's the victim's judgement, reducing the opponent's genjutsu save as well as their genjutsu checks by -2.
Cost: 2.75 Ap and 2200 Cp

Note:
- Jutsu subtype is chosen when the contract creature is designed; determining its accuracy and damage type.
- The poison of this jutsu is a Lingering Injury Poison, and lasts 3 rounds.
- Only one effect can be applied to a target at a time. Once a poison has be dispersed, a new (or same) one may be applied once again.
- Subsequent attacks do not refresh the poison that is on the target. If a target is already under the effects of this poison when they are attacked, this attack does 2000 damage instead, ignores DR and cannot be auto-dodged.
Weapon:

 
  • Username: Kashino Yuu
  • Profile Link: Yuu's Profile
  • Training Link: Yuu's Training
  • OCR/Character Creation Link: Approval Link
  • In Character Rank: Genin
  • Out of character rank: A-Rank
  • Elemental Affinities: Lightning, Fire, Water, Storm

  • Character class:
    • Mind Reaper Spider
    • HP: (45+lvl) x stamina
    • CP: (50+lvl) x chakra control
    • Class Bonus: Kinjutsu Option
    • High: Genjutsu DC
    • Average: Ranged Accuracy, Genjutsu Save, Ninjutsu Accuracy
    • Low: Melee Accuracy
  • Character class approval: Here
Abilities:
Core Ability/Bloodline:
Quick Learner
Current Power Level: 2475
Approved Request Link
link to approved CA ability point distribution(CA only)
[fontsize="12"]Observation</U><i></i> - Independent Special Move (3 points)
By watching an enemy’s movements for an extended period of time, the Quick Learner picks up on their habits and tendencies, figuring out the best ways to come at them. They must be watching intently, remaining in a Defensive Stance while they observe.
Effect: For every AP they spend observing in Defensive Stance, the Quick Learner gains a +1 bonus to Accuracy and +5% Damage against the target they observe stacking up to +3 Accuracy and +15% Damage. If the target changes Style in any way, the bonus is negated, and they will have to observe the enemy in that style in order to gain the bonus again. May only observe 1 target at a time.

Prediction<i></i> - Passive (2 points)
It's not very wise to re-use the same skills against someone who can out-predict you. Quick Learners can adapt to their opponents' frequently used tactics in a flash, giving them a better chance to avoid getting hit by the same thing twice.
Effect: If the opponent uses the same technique as they have previously, the user gains +1 to resist or dodge it. Stacks twice. This buffs cancels if the user switches styles. Basic melee attacks are exempt from this.

Tactical Mind<i></i> - Passive (2 points)
Every battle is a game of chess to a Quick Learner, a means with which to hone their minds and skills. Those opponents they choose to practice these skills on don't generally fare too well.
Effect: +1 accuracy with all Mastered jutsu. Additional +.5 accuracy to all attacks every round after the second. Cannot gain more than +4 accuracy on any attack.

Situational Awareness - Passive (3 Points)
Having full knowledge of their surroundings with only a single glance, the Quick Learner is capable of knowing any changes to the surroundings and are capable of knowing who is where at all times.
Effect: The user gains +2 Awareness. Whenever the user attacks someone in stealth normally when doing a Blind Shot without the need of an Awareness check.

Sharp Insight<i></i> - Passive (2 points)
An enemy's weaknesses are open for a Quick Learner to read, and to hit them with, that they can tell what their opponent is less skilled at and what they need to do to hit them.
Effect: If the targeted opponent's Ninjutsu is lower than their Taijutsu, the user's Ninjutsu damage is increased by 10%. If the opponent's Taijutsu is lower than their Ninjutsu, the user's Taijutsu damage is increased by 10%. If both stats are equal, both Ninjutsu and Taijutsu are raised by 5%.

Forewarn - Passive (3 points)
Restriction- C Rank and up
It's difficult to hide what you know from someone who can predict your every move. Sometimes, they can know what you have before you use it. A Quick Learner has an innate sense of their opponents' strengths born of a lifetime of adaptation and reading motion.
Effect: The user may activate up to 2 Activated Auto-dodges a round. The second costing +50% CP.

<U>Adaptability<i></i> - Boost (3x, 1 point each)
Restriction- C Rank and up, can be purchased up to three times
A veteran of the battlefield, the Quick Learner doesn't let little things like obstacles and terrain bother them. It doesn't matter what the area looks like, a Quick Learner's movements can adapt to anywhere.
Effect: The user resists -1 Accuracy and Dodge from terrain effecting techniques such as Hidden Mist or Earthslide River, this amount is reduced from the cumulative debuffs and not per-jutsu. In addition, the user has +1 Dodge against all Delayed attacks, traps and binds.

Double Image<i></i> - Jutsu (1 point, 1 to rank up)
Restriction- A-Rank and up
The perfection of a Quick Learner's skill, they are able to perfectly copy the last motion the opponent made, down to the very specializations that make it all the more powerful. This is even strong enough to duplicate skills the Quick Learner does not know themselves.
Rank 1: The user attacks with the last offensive jutsu the opponent used in the previous round at -3 accuracy and +30% Cp. All chakra costs and applicable buffs from both the user and the opponent apply (But do not stack). If the user knows the jutsu themselves, 10% is removed from the chakra cost and the accuracy penalty is reduced by -1.
Rank 2: The user attacks with any offensive jutsu the opponent used in the previous round at -2 accuracy and +20% Cp. All chakra costs and applicable buffs from both the user and the opponent apply (But do not stack). If the user knows the jutsu themselves, 10% is removed from the chakra cost and the accuracy penalty is removed.
Cost: Chakra and AP cost for used jutsu.
Notes:</I> Can only be used once per round. Allows the user to use jutsu beyond their capabilities. This does not work against Bloodline, Core Ability, or Kinjutsu techniques.[/fontsize]
[fontsize="12"]Offensive Insight<i></i> - Boost (1 point)
Restriction- May be purchased twice
A Quick Learner who has been gifted with Insight can easily learn to take that power to an offensive end rather than defensive. Instead of analyzing enemy movement to see when they should evade attacks, they do so to see when is the best time to strike.
Effect: Adds a 5% auto-hit to the user's attacks.

Expanded Knowledge<i></i> - Boost (3 points)
Restriction- Can be purchased a maximum of two times
Due to their natural talent for learning things at a faster rate, Quick Learners find themselves able to retain more knowledge and master more abilities than others.
Effect: Gain an extra Ability slot; this cannot be chosen if the user has a Kinjutsu, and is Auto-untrained if they gain one.
Note 1:<I> A Chimera with 2 BL/CA may purchase this skill normally, but may only purchase this a single time. A Chimera with 3 BL/CA that choose this passive must purchase this ability twice, but only count has having a single extra ability slot.
Note 2:A Rikudo Sennin path may purchase this skill normally, but the extra ability slots only applies to that particular path.


Upgrade<i></i> - Passive (2 points)
Quick Learners are naturally a bit faster on their feet than their opponents, so this leads them to have a bit more time to formulate specialized techniques. This comes at the sacrifice of a bit of action beforehand, but to work out one of their plans, they often find it worth it.
Effect: User can choose to have .5 AP removed from one round and added to the next. Cannot change over more than 1.5 AP this way.

Mirror Coat<i></i> - Independent Special Move (3 points)
Restriction- C Rank and up
Often while they're planning what to do in a battle, a Quick Learner will get hit in defensive stance. Well, that won't do--so they'll strike back. With full force, and, just to rub salt in the wound, the exact same way.
Effect: The last ranged Ninjutsu the user was hit with can be reflected back at the caster for full damage at -2 accuracy and at 50% the original cost. None of the user's buffs are carried over to the jutsu, only those that were applied to the original cast. Can only be used once per round. User still takes full damage from the jutsu. Costs the same amount of AP it took the opponent to cast the jutsu.[/fontsize]
Weapon(s):
Equipment:
Slot 1: Approval Light Armor
Slot 2: Approval Pouch (Poison)
Slot 3: Approval Respirator
Contracts:
Contract name: Sakushi (With Sukochi and Suchi with Hivemind ability)
Contract Approval link: Sakushi and her hatchlings' information
  • Electric Mind Spider
  • HP: (25 + User's Level) x User's Chakra Control
  • CP: (30 + User's Level) x User's Chakra Control
  • Class Bonus: +5% Lightning Damage, +5% Sneak Attack Chance
  • High: Ninjutsu Accuracy, Genjutsu DC
  • Average: Melee Accuracy, Ranged Accuracy
  • Low: Genjutsu Save
Jutsu Sub-types:
1. Lightning Ninjutsu
2. Piercing Taijutsu
3. Will Genjutsu
Jutsu List:
>> Storm Bolt (Lightning)
>> Stab (Piercing)
>> Intimidation (Will)
>> Multi-Impale (Piercing)
>> Sear of the Mind (Will)
>> Electrocution (Lightning)
>> Cross Pierce (Piercing)
>> Amnesia (Will)
>> Pressure Pierce (Piercing)
>> Volt Charge (Lightning)
>> Paranoia (Will)
>> Zeus Flash (Lightning)
>> Lightning Beast (Lightning)
>> Million Stabs (Piercing)
>> Havoc of the Doomed Mind (Will)
>> Enraging Strike (Piercing)
>> Raijin's Vengeance (Lightning)
>> Kirin (Lightning)
>> Torment of the Physical Plain (Will)
>> Chaos of the Mental Plain (Will)
>> Hyper Thrust (Piercing)
Abilities:
1. Hivemind
2. Elemental Illusion (Lightning)
3. Poison Mastery
Specialized Ability:
The Spider Huntsman - Spider Contract Passive
Spiders are hunters by nature, while some carefully spin their webs on the corner of a wall others seek their prey from the shadows. Spiders are excellent hiders and so are their honored summoners.

Effect:
- The user gains +2 Stealth, and have a 10% chance of entering stealth every time they do an action (this stacks with Active Camo).

Tangled Webs - Spider Independent Special Move
Webbing has a variety of uses, it can be used to climb, to hide and to trap. Spiders are masters of their web and because of this they provide a number of tactical advantages.

Effect: Once per round the user can place a web trap for 1 AP and 1% Max Cp; this is a Hidden Action. Web traps are placed with one of the following trigger conditions;
  • The Web Trap will trigger when the user is hit by an attack, targeting the one who attacked them. This setting will not trigger the same round it was armed.
  • The Web Trap will trigger one, two or three rounds later from the time it was cast (user's choice upon creating it), targeting an enemy of the user's choice (also chosen upon arming).
  • The Web Trap will trigger when the user no longer maintains it, targeting a random target. The maintain cost for web traps armed this way is 50 Cp per second during a round.
And upon creation, the user chooses one of the following effects it will have once it activates;
  • Binds the target at -5 penalty to hit. Physical bind that breaks on attack, or until a round has passed.
  • Causes 1 AP of suppression. Suppression caused by the web can exceed the cap of 2 AP suppression in a given round.
  • Stick to the victim's hands, causing a -1 accuracy to any attack that requires handseals. This debuff can be removed if the victim is struck with an A rank ninjutsu.
  • Deal 500 physical (considered taijutsu) damage on an opponent. If this damages a creation or a clone, the creation of clone would be automatically dispersed (the exception being those created with Dark Sage's Corrupted Energy)
Note:
- Once a web 'goes off', the web is destroyed, regardless of success.
- There is no limit to how many webs can be out at a given time.
- There is no limit to how many times a user can be effected by a web in a given round or a given battle.
- Once triggered, the web trap 'attacks' using either Ranged, Ninjutsu, or Melee Accuracy. If created while the user was in stealth, this will be a sneak attack.
- Web Traps that are triggered target things in stealth normally without performing a Blind Shot check. If the user is in stealth when a Web Trap is triggered, they will not be removed from stealth.
- This does not differentiate between friend or foe but the summon and the summoner are immune to the web traps. Web Traps may target creations and clones.
- Any time an AoE Fire attack is performed, one Web Trap is destroyed. An AOE is defined as an attack that targets multiple targets simultaneously (including ninjutsu spread). Additionally 'Fire' is defined as anything that uses 'Fire' ninjutsu as a part of its base element.

Venomtouch - Spider Contract Senjutsu
With a leaping bound the spider attempts to pin a target to the ground and then pierce their victim's tender flesh with their often times poison-laced fangs.

Effect: The spider bites an enemy target at with a +3 bonus to the attack, dealing 1000 damage that cannot partially hit (so all partial hits are considered to be full hits). The victim is inflicted with a Lingering Poison that does one of the following things;
  • Disorients the victim, causing them to have a 15% chance to attack a random target.
  • Slows the victim's perception, causing them to suffer a -1 accuracy and evasion penalty.
  • Thins the victim's blood so that their bleeding level increases by one rank each round until the bleed level is Rank 5 (this bleeding cannot be healed and persists even after the poison is no longer active). Cannot cause a target to bleed beyond Rank 5.
  • Cloud's the victim's judgement, reducing the opponent's genjutsu save as well as their genjutsu checks by -2.
Cost: 2.75 Ap and 2200 Cp

Note:
- Jutsu subtype is chosen when the contract creature is designed; determining its accuracy and damage type.
- The poison of this jutsu is a Lingering Injury Poison, and lasts 3 rounds.
- Only one effect can be applied to a target at a time. Once a poison has be dispersed, a new (or same) one may be applied once again.
- Subsequent attacks do not refresh the poison that is on the target. If a target is already under the effects of this poison when they are attacked, this attack does 2000 damage instead, ignores DR and cannot be auto-dodged.
Weapon:
Kinjutsu:
Kinjutsu Name:Rikudo Sennin
Kinjutsu Approval Link: Here
Kinjutsu path(s) Approval links:
Uchiha Path Approval



Dojo Request:

Element Request:

Major Genjutsu Sensory Mastery Adding: Will (if it's possible)
Advanced Element Adding: Magnetic, Plasma, Shadow

Contract Update

Contract name: Sakushi (Note that her hatchlings, Sukochi and Suchi will be joining her with Hivemind ability)
Contract Approval link: Sakushi and her hatchlings
  • Electric Mind Spider
  • HP: (25 + User's Level) x User's Chakra Control
  • CP: (30 + User's Level) x User's Chakra Control
  • Class Bonus: +5% Lightning Damage, +5% Sneak Attack Chance
  • High: Ninjutsu Accuracy, Genjutsu DC
  • Average: Melee Accuracy, Ranged Accuracy
  • Low: Genjutsu Save
Jutsu Sub-types:
1. Lightning Ninjutsu
2. Piercing Taijutsu
3. Will Genjutsu
Jutsu List: (unlocked based on your summons rank.)
>> Storm Bolt (Lightning)
>> Stab (Piercing)
>> Intimidation (Will)
>> Multi-Impale (Piercing)
>> Sear of the Mind (Will)
>> Electrocution (Lightning)
>> Cross Pierce (Piercing)
>> Amnesia (Will)
>> Pressure Pierce (Piercing)
>> Volt Charge (Lightning)
>> Paranoia (Will)
>> Zeus Flash (Lightning)
>> Lightning Beast (Lightning)
>> Million Stabs (Piercing)
>> Havoc of the Doomed Mind (Will)
>> Enraging Strike (Piercing)
>> Raijin's Vengeance (Lightning)
>> Kirin (Lightning)
>> Torment of the Physical Plain (Will)
>> Chaos of the Mental Plain (Will)
>> Hyper Thrust (Piercing)
>> Mind's Eye Chaos (Will) (Adding)
Abilities:
1. Hivemind
2. Elemental Illusion (Lightning)
3. Poison Mastery
Specialized Ability:
The Spider Huntsman - Spider Contract Passive
Spiders are hunters by nature, while some carefully spin their webs on the corner of a wall others seek their prey from the shadows. Spiders are excellent hiders and so are their honored summoners.

Effect:
- The user gains +2 Stealth, and have a 10% chance of entering stealth every time they do an action (this stacks with Active Camo).

Tangled Webs - Spider Independent Special Move
Webbing has a variety of uses, it can be used to climb, to hide and to trap. Spiders are masters of their web and because of this they provide a number of tactical advantages.

Effect: Once per round the user can place a web trap for 1 AP and 1% Max Cp; this is a Hidden Action. Web traps are placed with one of the following trigger conditions;
  • The Web Trap will trigger when the user is hit by an attack, targeting the one who attacked them. This setting will not trigger the same round it was armed.
  • The Web Trap will trigger one, two or three rounds later from the time it was cast (user's choice upon creating it), targeting an enemy of the user's choice (also chosen upon arming).
  • The Web Trap will trigger when the user no longer maintains it, targeting a random target. The maintain cost for web traps armed this way is 50 Cp per second during a round.
And upon creation, the user chooses one of the following effects it will have once it activates;
  • Binds the target at -5 penalty to hit. Physical bind that breaks on attack, or until a round has passed.
  • Causes 1 AP of suppression. Suppression caused by the web can exceed the cap of 2 AP suppression in a given round.
  • Stick to the victim's hands, causing a -1 accuracy to any attack that requires handseals. This debuff can be removed if the victim is struck with an A rank ninjutsu.
  • Deal 500 physical (considered taijutsu) damage on an opponent. If this damages a creation or a clone, the creation of clone would be automatically dispersed (the exception being those created with Dark Sage's Corrupted Energy)
Note:
- Once a web 'goes off', the web is destroyed, regardless of success.
- There is no limit to how many webs can be out at a given time.
- There is no limit to how many times a user can be effected by a web in a given round or a given battle.
- Once triggered, the web trap 'attacks' using either Ranged, Ninjutsu, or Melee Accuracy. If created while the user was in stealth, this will be a sneak attack.
- Web Traps that are triggered target things in stealth normally without performing a Blind Shot check. If the user is in stealth when a Web Trap is triggered, they will not be removed from stealth.
- This does not differentiate between friend or foe but the summon and the summoner are immune to the web traps. Web Traps may target creations and clones.
- Any time an AoE Fire attack is performed, one Web Trap is destroyed. An AOE is defined as an attack that targets multiple targets simultaneously (including ninjutsu spread). Additionally 'Fire' is defined as anything that uses 'Fire' ninjutsu as a part of its base element.

Venomtouch - Spider Contract Senjutsu
With a leaping bound the spider attempts to pin a target to the ground and then pierce their victim's tender flesh with their often times poison-laced fangs.

Effect: The spider bites an enemy target at with a +3 bonus to the attack, dealing 1000 damage that cannot partially hit (so all partial hits are considered to be full hits). The victim is inflicted with a Lingering Poison that does one of the following things;
  • Disorients the victim, causing them to have a 15% chance to attack a random target.
  • Slows the victim's perception, causing them to suffer a -1 accuracy and evasion penalty.
  • Thins the victim's blood so that their bleeding level increases by one rank each round until the bleed level is Rank 5 (this bleeding cannot be healed and persists even after the poison is no longer active). Cannot cause a target to bleed beyond Rank 5.
  • Cloud's the victim's judgement, reducing the opponent's genjutsu save as well as their genjutsu checks by -2.
Cost: 2.75 Ap and 2200 Cp

Note:
- Jutsu subtype is chosen when the contract creature is designed; determining its accuracy and damage type.
- The poison of this jutsu is a Lingering Injury Poison, and lasts 3 rounds.
- Only one effect can be applied to a target at a time. Once a poison has be dispersed, a new (or same) one may be applied once again.
- Subsequent attacks do not refresh the poison that is on the target. If a target is already under the effects of this poison when they are attacked, this attack does 2000 damage instead, ignores DR and cannot be auto-dodged.
Weapon:
 
Will Genjutsu mastery not approved b/c you're missing 1 C-Rank and 1-A rank will Genjutsu on your profile jutsu list. New AEs approved [4/4 CAP] and Contract summon approved.

Kashino Yuu said:
  • Username: Kashino Yuu
  • Profile Link: Yuu's Profile
  • Training Link: Yuu's Training
  • OCR/Character Creation Link: Approval Link
  • In Character Rank: Genin
  • Out of character rank: A-Rank
  • Elemental Affinities: Lightning, Fire, Water, Storm

  • Character class:
    • Mind Reaper Spider
    • HP: (45+lvl) x stamina
    • CP: (50+lvl) x chakra control
    • Class Bonus: Kinjutsu Option
    • High: Genjutsu DC
    • Average: Ranged Accuracy, Genjutsu Save, Ninjutsu Accuracy
    • Low: Melee Accuracy
  • Character class approval: Here
Abilities:
Core Ability/Bloodline:
Quick Learner
Current Power Level: 2475
Approved Request Link
link to approved CA ability point distribution(CA only)
[fontsize="12"]Observation</U><i></i> - Independent Special Move (3 points)
By watching an enemy’s movements for an extended period of time, the Quick Learner picks up on their habits and tendencies, figuring out the best ways to come at them. They must be watching intently, remaining in a Defensive Stance while they observe.
Effect: For every AP they spend observing in Defensive Stance, the Quick Learner gains a +1 bonus to Accuracy and +5% Damage against the target they observe stacking up to +3 Accuracy and +15% Damage. If the target changes Style in any way, the bonus is negated, and they will have to observe the enemy in that style in order to gain the bonus again. May only observe 1 target at a time.

Prediction<i></i> - Passive (2 points)
It's not very wise to re-use the same skills against someone who can out-predict you. Quick Learners can adapt to their opponents' frequently used tactics in a flash, giving them a better chance to avoid getting hit by the same thing twice.
Effect: If the opponent uses the same technique as they have previously, the user gains +1 to resist or dodge it. Stacks twice. This buffs cancels if the user switches styles. Basic melee attacks are exempt from this.

Tactical Mind<i></i> - Passive (2 points)
Every battle is a game of chess to a Quick Learner, a means with which to hone their minds and skills. Those opponents they choose to practice these skills on don't generally fare too well.
Effect: +1 accuracy with all Mastered jutsu. Additional +.5 accuracy to all attacks every round after the second. Cannot gain more than +4 accuracy on any attack.

Situational Awareness - Passive (3 Points)
Having full knowledge of their surroundings with only a single glance, the Quick Learner is capable of knowing any changes to the surroundings and are capable of knowing who is where at all times.
Effect: The user gains +2 Awareness. Whenever the user attacks someone in stealth normally when doing a Blind Shot without the need of an Awareness check.

Sharp Insight<i></i> - Passive (2 points)
An enemy's weaknesses are open for a Quick Learner to read, and to hit them with, that they can tell what their opponent is less skilled at and what they need to do to hit them.
Effect: If the targeted opponent's Ninjutsu is lower than their Taijutsu, the user's Ninjutsu damage is increased by 10%. If the opponent's Taijutsu is lower than their Ninjutsu, the user's Taijutsu damage is increased by 10%. If both stats are equal, both Ninjutsu and Taijutsu are raised by 5%.

Forewarn - Passive (3 points)
Restriction- C Rank and up
It's difficult to hide what you know from someone who can predict your every move. Sometimes, they can know what you have before you use it. A Quick Learner has an innate sense of their opponents' strengths born of a lifetime of adaptation and reading motion.
Effect: The user may activate up to 2 Activated Auto-dodges a round. The second costing +50% CP.

<U>Adaptability<i></i> - Boost (3x, 1 point each)
Restriction- C Rank and up, can be purchased up to three times
A veteran of the battlefield, the Quick Learner doesn't let little things like obstacles and terrain bother them. It doesn't matter what the area looks like, a Quick Learner's movements can adapt to anywhere.
Effect: The user resists -1 Accuracy and Dodge from terrain effecting techniques such as Hidden Mist or Earthslide River, this amount is reduced from the cumulative debuffs and not per-jutsu. In addition, the user has +1 Dodge against all Delayed attacks, traps and binds.

Double Image<i></i> - Jutsu (1 point, 1 to rank up)
Restriction- A-Rank and up
The perfection of a Quick Learner's skill, they are able to perfectly copy the last motion the opponent made, down to the very specializations that make it all the more powerful. This is even strong enough to duplicate skills the Quick Learner does not know themselves.
Rank 1: The user attacks with the last offensive jutsu the opponent used in the previous round at -3 accuracy and +30% Cp. All chakra costs and applicable buffs from both the user and the opponent apply (But do not stack). If the user knows the jutsu themselves, 10% is removed from the chakra cost and the accuracy penalty is reduced by -1.
Rank 2: The user attacks with any offensive jutsu the opponent used in the previous round at -2 accuracy and +20% Cp. All chakra costs and applicable buffs from both the user and the opponent apply (But do not stack). If the user knows the jutsu themselves, 10% is removed from the chakra cost and the accuracy penalty is removed.
Cost: Chakra and AP cost for used jutsu.
Notes:</I> Can only be used once per round. Allows the user to use jutsu beyond their capabilities. This does not work against Bloodline, Core Ability, or Kinjutsu techniques.[/fontsize]
[fontsize="12"]Offensive Insight<i></i> - Boost (1 point)
Restriction- May be purchased twice
A Quick Learner who has been gifted with Insight can easily learn to take that power to an offensive end rather than defensive. Instead of analyzing enemy movement to see when they should evade attacks, they do so to see when is the best time to strike.
Effect: Adds a 5% auto-hit to the user's attacks.

Expanded Knowledge<i></i> - Boost (3 points)
Restriction- Can be purchased a maximum of two times
Due to their natural talent for learning things at a faster rate, Quick Learners find themselves able to retain more knowledge and master more abilities than others.
Effect: Gain an extra Ability slot; this cannot be chosen if the user has a Kinjutsu, and is Auto-untrained if they gain one.
Note 1:<I> A Chimera with 2 BL/CA may purchase this skill normally, but may only purchase this a single time. A Chimera with 3 BL/CA that choose this passive must purchase this ability twice, but only count has having a single extra ability slot.
Note 2:A Rikudo Sennin path may purchase this skill normally, but the extra ability slots only applies to that particular path.


Upgrade<i></i> - Passive (2 points)
Quick Learners are naturally a bit faster on their feet than their opponents, so this leads them to have a bit more time to formulate specialized techniques. This comes at the sacrifice of a bit of action beforehand, but to work out one of their plans, they often find it worth it.
Effect: User can choose to have .5 AP removed from one round and added to the next. Cannot change over more than 1.5 AP this way.

Mirror Coat<i></i> - Independent Special Move (3 points)
Restriction- C Rank and up
Often while they're planning what to do in a battle, a Quick Learner will get hit in defensive stance. Well, that won't do--so they'll strike back. With full force, and, just to rub salt in the wound, the exact same way.
Effect: The last ranged Ninjutsu the user was hit with can be reflected back at the caster for full damage at -2 accuracy and at 50% the original cost. None of the user's buffs are carried over to the jutsu, only those that were applied to the original cast. Can only be used once per round. User still takes full damage from the jutsu. Costs the same amount of AP it took the opponent to cast the jutsu.[/fontsize]
Weapon(s):
Equipment:
Slot 1: Approval Light Armor
Slot 2: Approval Pouch (Poison)
Slot 3: Approval Respirator
Contracts:
Contract name: Sakushi (With Sukochi and Suchi with Hivemind ability)
Contract Approval link: Sakushi and her hatchlings' information
  • Electric Mind Spider
  • HP: (25 + User's Level) x User's Chakra Control
  • CP: (30 + User's Level) x User's Chakra Control
  • Class Bonus: +5% Lightning Damage, +5% Sneak Attack Chance
  • High: Ninjutsu Accuracy, Genjutsu DC
  • Average: Melee Accuracy, Ranged Accuracy
  • Low: Genjutsu Save
Jutsu Sub-types:
1. Lightning Ninjutsu
2. Piercing Taijutsu
3. Will Genjutsu
Jutsu List:
>> Storm Bolt (Lightning)
>> Stab (Piercing)
>> Intimidation (Will)
>> Multi-Impale (Piercing)
>> Sear of the Mind (Will)
>> Electrocution (Lightning)
>> Cross Pierce (Piercing)
>> Amnesia (Will)
>> Pressure Pierce (Piercing)
>> Volt Charge (Lightning)
>> Paranoia (Will)
>> Zeus Flash (Lightning)
>> Lightning Beast (Lightning)
>> Million Stabs (Piercing)
>> Havoc of the Doomed Mind (Will)
>> Enraging Strike (Piercing)
>> Raijin's Vengeance (Lightning)
>> Kirin (Lightning)
>> Torment of the Physical Plain (Will)
>> Chaos of the Mental Plain (Will)
>> Hyper Thrust (Piercing)
Abilities:
1. Hivemind
2. Elemental Illusion (Lightning)
3. Poison Mastery
Specialized Ability:
The Spider Huntsman - Spider Contract Passive
Spiders are hunters by nature, while some carefully spin their webs on the corner of a wall others seek their prey from the shadows. Spiders are excellent hiders and so are their honored summoners.

Effect:
- The user gains +2 Stealth, and have a 10% chance of entering stealth every time they do an action (this stacks with Active Camo).

Tangled Webs - Spider Independent Special Move
Webbing has a variety of uses, it can be used to climb, to hide and to trap. Spiders are masters of their web and because of this they provide a number of tactical advantages.

Effect: Once per round the user can place a web trap for 1 AP and 1% Max Cp; this is a Hidden Action. Web traps are placed with one of the following trigger conditions;
  • The Web Trap will trigger when the user is hit by an attack, targeting the one who attacked them. This setting will not trigger the same round it was armed.
  • The Web Trap will trigger one, two or three rounds later from the time it was cast (user's choice upon creating it), targeting an enemy of the user's choice (also chosen upon arming).
  • The Web Trap will trigger when the user no longer maintains it, targeting a random target. The maintain cost for web traps armed this way is 50 Cp per second during a round.
And upon creation, the user chooses one of the following effects it will have once it activates;
  • Binds the target at -5 penalty to hit. Physical bind that breaks on attack, or until a round has passed.
  • Causes 1 AP of suppression. Suppression caused by the web can exceed the cap of 2 AP suppression in a given round.
  • Stick to the victim's hands, causing a -1 accuracy to any attack that requires handseals. This debuff can be removed if the victim is struck with an A rank ninjutsu.
  • Deal 500 physical (considered taijutsu) damage on an opponent. If this damages a creation or a clone, the creation of clone would be automatically dispersed (the exception being those created with Dark Sage's Corrupted Energy)
Note:
- Once a web 'goes off', the web is destroyed, regardless of success.
- There is no limit to how many webs can be out at a given time.
- There is no limit to how many times a user can be effected by a web in a given round or a given battle.
- Once triggered, the web trap 'attacks' using either Ranged, Ninjutsu, or Melee Accuracy. If created while the user was in stealth, this will be a sneak attack.
- Web Traps that are triggered target things in stealth normally without performing a Blind Shot check. If the user is in stealth when a Web Trap is triggered, they will not be removed from stealth.
- This does not differentiate between friend or foe but the summon and the summoner are immune to the web traps. Web Traps may target creations and clones.
- Any time an AoE Fire attack is performed, one Web Trap is destroyed. An AOE is defined as an attack that targets multiple targets simultaneously (including ninjutsu spread). Additionally 'Fire' is defined as anything that uses 'Fire' ninjutsu as a part of its base element.

Venomtouch - Spider Contract Senjutsu
With a leaping bound the spider attempts to pin a target to the ground and then pierce their victim's tender flesh with their often times poison-laced fangs.

Effect: The spider bites an enemy target at with a +3 bonus to the attack, dealing 1000 damage that cannot partially hit (so all partial hits are considered to be full hits). The victim is inflicted with a Lingering Poison that does one of the following things;
  • Disorients the victim, causing them to have a 15% chance to attack a random target.
  • Slows the victim's perception, causing them to suffer a -1 accuracy and evasion penalty.
  • Thins the victim's blood so that their bleeding level increases by one rank each round until the bleed level is Rank 5 (this bleeding cannot be healed and persists even after the poison is no longer active). Cannot cause a target to bleed beyond Rank 5.
  • Cloud's the victim's judgement, reducing the opponent's genjutsu save as well as their genjutsu checks by -2.
Cost: 2.75 Ap and 2200 Cp

Note:
- Jutsu subtype is chosen when the contract creature is designed; determining its accuracy and damage type.
- The poison of this jutsu is a Lingering Injury Poison, and lasts 3 rounds.
- Only one effect can be applied to a target at a time. Once a poison has be dispersed, a new (or same) one may be applied once again.
- Subsequent attacks do not refresh the poison that is on the target. If a target is already under the effects of this poison when they are attacked, this attack does 2000 damage instead, ignores DR and cannot be auto-dodged.
Weapon:
Kinjutsu:
Kinjutsu Name:Rikudo Sennin
Kinjutsu Approval Link: Here
Kinjutsu path(s) Approval links:
Uchiha Path Approval



Dojo Request:

Element Request:

Major Genjutsu Sensory Mastery Adding: Will (if it's possible)
Advanced Element Adding: Magnetic, Plasma, Shadow

Contract Update

Contract name: Sakushi (Note that her hatchlings, Sukochi and Suchi will be joining her with Hivemind ability)
Contract Approval link: Sakushi and her hatchlings
  • Electric Mind Spider
  • HP: (25 + User's Level) x User's Chakra Control
  • CP: (30 + User's Level) x User's Chakra Control
  • Class Bonus: +5% Lightning Damage, +5% Sneak Attack Chance
  • High: Ninjutsu Accuracy, Genjutsu DC
  • Average: Melee Accuracy, Ranged Accuracy
  • Low: Genjutsu Save
Jutsu Sub-types:
1. Lightning Ninjutsu
2. Piercing Taijutsu
3. Will Genjutsu
Jutsu List: (unlocked based on your summons rank.)
>> Storm Bolt (Lightning)
>> Stab (Piercing)
>> Intimidation (Will)
>> Multi-Impale (Piercing)
>> Sear of the Mind (Will)
>> Electrocution (Lightning)
>> Cross Pierce (Piercing)
>> Amnesia (Will)
>> Pressure Pierce (Piercing)
>> Volt Charge (Lightning)
>> Paranoia (Will)
>> Zeus Flash (Lightning)
>> Lightning Beast (Lightning)
>> Million Stabs (Piercing)
>> Havoc of the Doomed Mind (Will)
>> Enraging Strike (Piercing)
>> Raijin's Vengeance (Lightning)
>> Kirin (Lightning)
>> Torment of the Physical Plain (Will)
>> Chaos of the Mental Plain (Will)
>> Hyper Thrust (Piercing)
>> Mind's Eye Chaos (Will) (Adding)
Abilities:
1. Hivemind
2. Elemental Illusion (Lightning)
3. Poison Mastery
Specialized Ability:
The Spider Huntsman - Spider Contract Passive
Spiders are hunters by nature, while some carefully spin their webs on the corner of a wall others seek their prey from the shadows. Spiders are excellent hiders and so are their honored summoners.

Effect:
- The user gains +2 Stealth, and have a 10% chance of entering stealth every time they do an action (this stacks with Active Camo).

Tangled Webs - Spider Independent Special Move
Webbing has a variety of uses, it can be used to climb, to hide and to trap. Spiders are masters of their web and because of this they provide a number of tactical advantages.

Effect: Once per round the user can place a web trap for 1 AP and 1% Max Cp; this is a Hidden Action. Web traps are placed with one of the following trigger conditions;
  • The Web Trap will trigger when the user is hit by an attack, targeting the one who attacked them. This setting will not trigger the same round it was armed.
  • The Web Trap will trigger one, two or three rounds later from the time it was cast (user's choice upon creating it), targeting an enemy of the user's choice (also chosen upon arming).
  • The Web Trap will trigger when the user no longer maintains it, targeting a random target. The maintain cost for web traps armed this way is 50 Cp per second during a round.
And upon creation, the user chooses one of the following effects it will have once it activates;
  • Binds the target at -5 penalty to hit. Physical bind that breaks on attack, or until a round has passed.
  • Causes 1 AP of suppression. Suppression caused by the web can exceed the cap of 2 AP suppression in a given round.
  • Stick to the victim's hands, causing a -1 accuracy to any attack that requires handseals. This debuff can be removed if the victim is struck with an A rank ninjutsu.
  • Deal 500 physical (considered taijutsu) damage on an opponent. If this damages a creation or a clone, the creation of clone would be automatically dispersed (the exception being those created with Dark Sage's Corrupted Energy)
Note:
- Once a web 'goes off', the web is destroyed, regardless of success.
- There is no limit to how many webs can be out at a given time.
- There is no limit to how many times a user can be effected by a web in a given round or a given battle.
- Once triggered, the web trap 'attacks' using either Ranged, Ninjutsu, or Melee Accuracy. If created while the user was in stealth, this will be a sneak attack.
- Web Traps that are triggered target things in stealth normally without performing a Blind Shot check. If the user is in stealth when a Web Trap is triggered, they will not be removed from stealth.
- This does not differentiate between friend or foe but the summon and the summoner are immune to the web traps. Web Traps may target creations and clones.
- Any time an AoE Fire attack is performed, one Web Trap is destroyed. An AOE is defined as an attack that targets multiple targets simultaneously (including ninjutsu spread). Additionally 'Fire' is defined as anything that uses 'Fire' ninjutsu as a part of its base element.

Venomtouch - Spider Contract Senjutsu
With a leaping bound the spider attempts to pin a target to the ground and then pierce their victim's tender flesh with their often times poison-laced fangs.

Effect: The spider bites an enemy target at with a +3 bonus to the attack, dealing 1000 damage that cannot partially hit (so all partial hits are considered to be full hits). The victim is inflicted with a Lingering Poison that does one of the following things;
  • Disorients the victim, causing them to have a 15% chance to attack a random target.
  • Slows the victim's perception, causing them to suffer a -1 accuracy and evasion penalty.
  • Thins the victim's blood so that their bleeding level increases by one rank each round until the bleed level is Rank 5 (this bleeding cannot be healed and persists even after the poison is no longer active). Cannot cause a target to bleed beyond Rank 5.
  • Cloud's the victim's judgement, reducing the opponent's genjutsu save as well as their genjutsu checks by -2.
Cost: 2.75 Ap and 2200 Cp

Note:
- Jutsu subtype is chosen when the contract creature is designed; determining its accuracy and damage type.
- The poison of this jutsu is a Lingering Injury Poison, and lasts 3 rounds.
- Only one effect can be applied to a target at a time. Once a poison has be dispersed, a new (or same) one may be applied once again.
- Subsequent attacks do not refresh the poison that is on the target. If a target is already under the effects of this poison when they are attacked, this attack does 2000 damage instead, ignores DR and cannot be auto-dodged.
Weapon:


 

Current Ninpocho Time:

Back
Top