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:

Medical Chief: Yaku Sara

Yaku

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Name: Yaku Sara
Age: 7 (13)
Height: 4"1' (+4in)
Weight: 62 lb (+12lbs)

Appearance:
Blue, to almost purple colored hair, darker purplish blue eyes that appear irradescent and glow like a beasts at night, with fair flawless skin, Sara is quite a beauty to lay eyes upon. She tends to wear long flowing, almost traditional style clothing. Laying eyes upon her, and seeing her skills first hand, most remark that she will become quite the catch later in life when she grows up.

While out and about, she leaves her hair unrestrained, allowing it to drop well below middle of her back. Her clothing is usually white, a representative of her trade, but chooses to have it trimmed with colors, accentuating the fact that it is of high quality. When needed, she will lace her hair up in a bun to keep her hair and patients safe.


Background:
Sara has a mysterious and fairly tragic passed, even for being at such a young age. Her mother came from a fairly well known and strong family, unknown to herself or her now parents. Sara was adopted by her father, extremely kind and benevolent doctor from Maruishi. Him and his wife lived alone, he having dedicated his life to helping others above all else. Her father, Illay, was within the surrounding providence, Iwagakure, helping the unfortunate souls that were forgotten even by their own people. It wasn't uncommon for the weak to end up in this manner from Iwagakure. Though, it certainly was rare for one from Maruishi to take such a pitiful soul of that from Iwagakure.

Sara's mom was a member of a prestigious shinobi family from a broken country known as Fire. She, a beautiful and elegant solder, living and protecting an outlining outpost near the borders of the two countries. The ninja from Iwagakure attacked the outpost, killing most and capturing her after a long drown out fight. The strongest of the raiders taking her hostage and dragging her back home in taters. She was tortured, beaten and..well several months later left to die while giving birth to Sara. She too would have certainly died if it weren't for the man she would only know as her father.

The man took her in, and along with his wife raised the young girl as their own. Pulling a few strings, and keeping her secret, he managed to have her officially and "legal" pronounced his daughter. She lived a happy life, enjoy a much fuller life than she could have otherwise. As was tradition, she took her "fathers" name, and even started to learn his trade, though with a much more proficient manner. Illay was slightly skilled in the arts of chakra medical procedures, but she had a skill well beyond his. She quickly took up his skills, learning what took him years in just days. Her skill to manipulate chakra was believably unparalleled to his, and she would eventually become noticed by collegues of Illay, and even those higher within the village.

Time moved forward, and her skills highly sought by those representing the village. She was hand picked to go into a special program to learn to become a shinobi. A rare trade recently taken by those from Maruishi, the need to explore and venture out of the capital was of great importance. So much so, that to leave it in the hands of the barbarians of Iwagakure didn't sit to well. She would certainly add some class, and become a true representative of Maruishi someday.

Sara had graduated from the academy, and went into the medinin program just after her 8th birthday. Not much happened for her to graduate, except that time when the village was destroyed. The large beast would make an imprint on her, and the rest of the village, never to be forgotten. She was able to do very little to help against the creature, except to help the populace to avoid harm. That was the reason she became a genin, due to that event. And of course her acceptance into the medical program was because of the skill she displayed after, helping the people, healing the injured.

Shortly after that event Sara had tried out for the ANBU program, why she was volunteered for it she wasn't sure, but someone must have thought it would be an important lesson for her. One that was, but wouldn't be appreciated or utilized till she returned to the village, a year or so later. At least, in real time it had been such. To her the events that followed seemed shorter. To her, they were shorter. Sara had joined a former sensei of hers she met while at the academy, and was set to travel off to the ICY HELL known as Kirigakure. Someone was at work behind these events, as again, she gained something important during this trip, experience and power, and an appreciation of power.

The first month or two worked out well, they had traveled around. Sara was finally doing what she wanted, the reason she became a shinobi. To travel and see new places, try new things. Then by the end of the third, she was at her destination, Hell. Hell, that was probably a nice way of putting it. Hell was a thing on paper, a place where people went after they died. Some believed it was torment and eternal agony, others it was just a waiting space until one moved on. Kirigakure was, that and then some. Torment and agony was a daily occurrence, that only got worse the more you moved forward onto it. This agony killed you. At least that was the concept she held onto for a while. Eventually she wasn't sure. Perhaps people didn't die here, but instead froze and felt the lonelyness of their thoughts. This thinking was thanks to after she got separated from her partner Jomei. She spent a long time alone, an unknown amount of time alone. The events leading to it gave her the appreciation of power.

During her trip, the one good thing, possibly one of two was her meeting of a god that walked the earth. More so than that, she gained the trust of a god, and the willingness of her and her kind to watch over her, and help her if needed. Though she sent through a grueling ordeal, a trial that had her battle a monster that had tried to eat her. A monster that she was practically defenseless against. Luck had been on her side though, and she managed to mildly wound it, allowing the goddess to save her by destroying an object it possessed. This trial was also the moment she lost her friend Jomei, and was forced to travel alone in the blanketed white that was the Water Country, in search of him, and eventually in search of salvation.

Another event that happened, one she has a horrible time remembering was a trip from the endless nothing of Kirigakure to that of another world. Prior to that trip, she was sure she had died. Actually, it was a distinct possibility she did die. She remembered the depression of walking along for an endless amount of days. Then entering into a cavern, starved and weak. Then a stillness that was her being, then a light. Suddenly, she was somewhere else entirely. A different world, or dimension, or reality. The events from this couldn't be recounted by her, but they did bestow life back onto her. Somehow...

After that event of a different world, Sara had somehow made it out of hell, barely alive, but still alive. Time had passed, unknown to her. It took two months for her to recover, during that time she slowly traveled back home to Iwagakure. To her, the memories still fresh of the events of Kirigakure, and of the beast that destroyed Iwagakure. Though to others, enough time had passed to allow entrance into a new frame of thought, the world anew. To her, she was still fighting an battle of endurance. Power was her new goal, a goal to keep herself and her friends safe so the events that happened one after the other to her, barely half a year apart wouldn't happen again.

[spoilername="Historical Kinjutsu Record"]It was early morning, one that to anyone else would be similar to most others. It was slightly cloudy in the village of Iwagakure, not enough to hide the sun throughout, but enough to allow for a decent amount of shade from the sun. It would have been good lazing about weather i a few hours, as the night was a little chilly. Their was a slight pickup in the wind, to provide a nice relief when walking about later on in the day when it was warmer. The village was still in the stages of opening up, most still asleep except those with shops in the main corridors of the village. It would be easy for anyone to tell that the day was going to be a great one throughout. The hospital was mostly empty, it having been a slow evening. It was a peaceful morning.

In a room, that was pretty decently cleaned, a young girl slept. A few shirts and several panties tossed about on the floor. The sky blue room was decorated with pictures of smiling people, and several books opened on a desk with a set of clothing set out for the next day hanging up on a closet door. Besides a small kitchenette with a oven and twin burners setup, laid a bed. Several small ripples were laid out with every few seconds a thrashing and violent up throw of the covers. A young girl was tossing and turning in bed, squirming and kicking. The bed with a light shaded violet color was soaked in a heavy sweat. She pulled the covers up, trying to block the light that was creeping into the room through the window. The occasional soft cry was let out as the girl tried to release the tension she was feeling.

This lasted another two hours before the young girl, Sara Yaku got up, tears rolling down the sides of her eyes. She whined as a burning pain, almost impossible to bear plagued her. The room felt..smaller to the girl, warped almost. She could see the entire room as she pulled herself slowly out of bed, holding her head and rubbing her eyes. The room was decently lite, even though only a small amount of light dimly lit the room. And even more odd to her, was the room was a several shades lighter then she remembered. Out the window, she could see for several thousand yards out, watching as people walked about outside for their morning rituals. She fell back onto the bed, allowing the softness of it to relieve some of the pain. She recognized this appearance, though lighter then usual. But she wasn't sure why. Why? Why was her byakugan active? She tried to release them, in hopes to decrease the pain. She closed her eyes and upon opening, her hopes were dashed. She tried again, and again, the pain waning some but it was almost unbearable still as more tears filled her eyes.

Something was odd last night, that was what she was sure off, but it wasn't this bad. She felt more fatigued then usual, a need to close her eyes and rest overtook her early i the evening. She had tried to fight it since midday yesterday while she practiced a few basic maneuvers in her usual stance based exercise. She fought through it but by around 4 in the afternoon it was becoming extremely difficult. That was 15 hours ago. She had mostly slept for those 15 hours, an oddity for her. She closed her eyes and that relieved some of the pain, but upon opening them the pain returned. She laid there for another 10 minuets before getting up, fighting through it.

She slowly walked down the path towards the hospital, one she was used to. Though she wasn't going for work today. Maybe, just maybe they would be able to help her relieve the pain.



The reason for this event was one that took place long long ago. It started before Sara Yaku, as she was now known as, was born. Around the tumultuous time of when Konohagakure was in the throws of chaos. The village was in the mist of internal turmoils, and external ones as well. The village was on heightened alert as the barbaric village of Iwagakure, rather some members of Iwagakure's underground were taking advantage of Konoha's troubled times. On an outpost on the Iwagakure/Konoha border, a young lady along with several other shinobi were stationed at a outpost. Their job was simple yet dangerous, protect the nearby towns and guard the outpost. For the most part it was a lax job, very little happened in their territory, Usually the worse was the odd jobs at local towns that required the needed the aid of a shinobi like stranded animals or storm damage prevention.

Within the outpost, lived a young shinobi named Sian Hyuuga, a not very adapt member of the clan, she wasn't incrediably skilled with he clan's fighting style, and was rather recluse on the idea of using her skills to hurt others. Instead, she used her skills in healing and medical ninjutsu. She was the outposts medic on duty. The young Hyuuga was beautiful as she was skilled in medicine, having plenty of admires on the base and towns nearby. Though, anyone as pleasant and kind as she tended to attract such attention, not to mention of shinobi and those that knew and respected the Hyuuga clan's capabilities.

It was sometime in the summer, the night a strong storm was coming. The wind had been snapping trees earlier that day, placing the shinobi that occupied the outpost on high alert to help the surrounding towns. Everyone was spread thin, taking teams of 3-4 shinobi and sending to two towns each. The young Sian was to be left at the outpost, on the ready to be sent out if someone became injured. The outpost was thinned to a crew of 3 including herself.

Sian was sleeping when it happened. She woke to a clang outside, loud enough to echo in her small room. As she made for the doorway, an explosion ripped nearby, feeling the searing heat on her skin. She saw one of her companions, running towards her and fall to the ground. Behind him, she saw three shadows that didn't register on her glance. She was still bewildered by the explosion, and from her sleep. She ran over to her comrade, seeing his skin charred and blood on the back of his uniform. She looked around and it was at that moment she saw white and then everything faded away.

The young woman groggily stirred awake. A small light was above her, distorting her sight for a moment until she got used to it. She, where was she? Sian couldn't be sure, a sense of uncertainty and confusion taking hold. The sense was tossed away when a strong pain could be felt from her head, and the taste of blood on her lips. She was face down in the dirt and tried to use her hands to push herself up. As she did, she flopped her chest on the ground and rolled to her side. Her hands were unable to be brought from her back and she pulled on them. It took a moment but she eventually realized that something was wrapped around them. She rolled onto her back then over to her front onto her knees. She leveraged her weight back and looked around her surroundings. The light was blocking her vision beyond decently. This place, it was unfamiliar to her. She continued to look around as she saw movement in the darkness before her. A single match was struck and brought to a pipe. Puffs of smoke waft their way to her and she could smell the wet, almost rotten tobacco shove it's way into her lungs, the smell of wet dirt mixed in with it.

Laughter could be heard outside the building. She tried to focus on the figure before her. Slowly her sense of feel was coming back. Her hands; wet, grainy and heavy from the dirt that clung to them. She could feel her face was covered by the wet stuff as well, clinging to her cheek and lips. She called out softly to the figure ahead, "Hello? Where, who are you?" The man sucked on his pipe and a moment later pulled it out with his large hand. Sian spoke again just before he blew the large cloud of smoke in her direction, breathing out noisily, "Where am I?" The laughter outside echoed again as another explosion occur ed moments later. A raspy voice struck out, as if it were trying to grasp at the air as it exited his mouth, "You are,...in my camp." Another moment passed and he continued, "We are in a town just north of YOUR camp. We ran into it as we entered your country, trying to....acquire, some goods. " His voice changed as he said the last part of the sentence. "They were also kind enough to inform us of your camp and we just had to start a dialog with ya'll." He laughed a little as he spoke.

They sat in silence for a moment as he puffed on the pipe a few times, and then through the doorway a woman tumbled through the the makeshift doorway, crashing through the cloth that separated the rooms. Sian kinda recognized her as a person that lived in one of the nearby villages that they were in charge of, given by the clothing. 'So, we are still in the Fire Country.', she thought, and now wondering why the woman was here. A man then followed a few seconds behind her, kicking her as she tried to get up and Sian's face distorted into disgust, "Why, what the.." She stopped, now thinking of her situation. She was a prisoner, and she needed to keep her mouth shut if she wanted to get away. The man that was 'escorting' her, a 4'6" thin toothpick of a man with a poorly shaven beard picked her up and shook her then pushed her forward. Soon she was next to the smoking man and then kicked towards Sian.

"Is this the girl you were speaking about!" The smoking man said softly. The woman trembling as she looked at Sian then back to the man. "I...I...I...." In the shadows, the smoking man looked at the other, and he walked forward and punched her in the face as she turned towards him. "Please, don't! No more! I...I..." Sian could now see the toothpick of a man, a torn white and brown dirty shirt and ripped pants. He had a knife on his side and walked with a gait that his left leg was slightly injured. "Is she the fucking Hyuuga or not bitch!" He kicked her closer to Sian and Sian's face didn't change in that moment. In her mind, the race was on. 'Shit, they know I am..they are..crap, crap crap crap. Tell him no, please please tell him no.', she thought over and over. Her poker face, could someone have a poker face in that situation? Nothing she could do would end this situation for the better for her. She could deny and defend the woman, and that could be used against her. She could act neutral and put on a straight face and that would look odd too. Every thought she could think of would put her in a bad position.

Sian's mind still raced, moving faster as the woman with the dirty and bloody face, bruising on any exposed part of her could be seen through her town clothing. 'Please, please say no!' "I...I...am not sure. I think it could be her. I mean...Wait, wait please." The man picked her up and tossed her towards the smoking man, into the darkness. A second later Sian could see bolts of lighting orbit the mans hand and got a glimpse of his face as he placed his hands on the woman's back and she wailed. The scream was high pitched and ear splitting. A pain beyond anything she probably had ever felt before coursed through the woman's body until she stopped. The man continued for a moment longer, the sparks as he placed her hands onto her revealed his eye patched old face. A black mustache and black hair with long sideburns were visible, a smile on his face. Then he removed his hand from the silenced woman and she fell to the ground with a thump and laid motionless.

Smoke filled the air slightly, the smell of burnt hair and flesh filling her nostrils. The man kicked at the womans arm then laughter erupted from the skinny man. "Hah ha ha, whoo that was pretty good man." The man breathed in deeply , "That smell boyyo, it is something else." He picked her up by the hair, and looked at her face, "Just look at that horror, man! Got to love when it stays like that." The man looked up at the smoking man and then dragged her our of the room by her hair uttering, "Goin to give her to Orn, he likes it when they don't move, Hah haa." Making a slurping sound as he exited through the doorway.

The smoking man looked back at Sian and puffed on his pipe. A few minuets passed, Sian just sat their unsure of what to do next. Every instinct telling her she was going to die. The man smiled unbeknown to her, "Well, lets try this again. We have to be sure you are whom we think. Hopefully the next one can live a little longer." The man got up and walked towards the doorway calling out, "Bring in the little girl. Maybe that will.." The rest of his words incoherent. This time, it was someone else, and they brought in a little girl, about 7 years old. She was tossed in and skidded to a stop a few feet away from Sian. The little girl cried in pan as the guy that tossed her in grabbed her by the arm and pulled hard. You could hear the bone break upon doing so, 'Broken elbow'. Blood was coming from her nose, 'Internal bleeding', a black ripple on her skin ,'3rd degree burns' Each diagnosis making Sian angrier and angrier. She got to the 8th when she broke out as they started to quetion the girl. She used her chakra to cut the rope behind her back and ran towards the two of them at full speed. She dropped kick the man applying the torture to the kid, while he was bent over to pick her up as she clawed at the ground. As she turned to hit the smoking man, she was punched in the stomach, puking all over the ground. In her moment of pain, she grabbed at the girl and pulled her close. Then kicked in the side she skidded back to her original position, under the light. She applied a healing jutsu to the girl, trying to stop the internal bleeding.

The man she kicked got up, cursing then headed over to them and pulled at the girl. Sian held tightly until she was punched i the face twice, her arms going weak and lost hold. "Stupid bitch...for that this girl is going to be really messed up." The girl screamed and Sian spoke out loud, "STOP...Please....stop.." A smile coming over the smoking mans face while he stood in the shadows smoking his pipe...



She couldn't be sure how long it had been. A month? Three? Maybe almost a year? Sian had been in the grasp of different captures, traded as a sex slave in one form of another. Or perhaps she belonged to a single person, and had just been left to be defiled over and over again. Hundreds of times maybe, she couldn't be sure. Time and events a blur to her, the horror of it all creating a mental block defying space and time itself. One thing though, between the sessions was her stomach was getting bigger. The times between it all she cried, thinking she should end her pregnancy. One time she had tried, and she almost succeeded. Though she was stopped before she could completely go through with it. From that point on, she was always restrained, and treated more gently. Well, gentler, and a medical person of some sorts would see her every so often. She always begged him to help her, but he would look at her blankly and always repeat the same phrase,"I can't help you ma'am, For the money and because of their threats.." , treat her then leave. Soon enough the sex slowed, hearing the words about, being up for sale for a hell of a price. "Two Hyuuga for one." "Four eyes will make a hell of a good sell on the market.."

Then one day, the pain was incredible. They had put her to sleep and by the time she woke up, she felt lighter. After birth all over the floor, blood, juices, she knew what happened. Sian wailed out, crying endlessly. She cried and cried until the point of exhaustion and she passed out. When she awoke, she found herself in a soft bed, something she hadn't felt since her capture. She looked around and saw the doctor holding a small child in his arms. He walked over to her and placed the child delicately into Sian's arms. She smiled, another feeling that seemed nostalgic. For a week she was treated well by her captures. A week that almost feel like forever, though also so short. As by the end of the week, they took the little girl away from her. On the seventh day, Sian had, to how she would put it, "Came to her senses." She realized she was still being held by her captures, and that they had always planned to sell her, and now her daughter. She didn't want her child to go through anything like she had, and made an attempt to kill the child. She was quickly stopped, thinking she wasn't always being watched. The woman again yelled for her kid, for her to be released and she would do anything they wanted. Again time passed unknown amounts to her, she called out for days, endlessly, crying and yelling for them to bring her child back.

Then they did, a day that would most likely never make the light of history ever in Iwagakure. The dark underworld of Iwagakure though did take a hit that day, unmatched to any other. But the information about the event was kept secret, documents of it sealed in the deepest parts of Iwagakure. A rage, rage so horrible, so unkempt, released upon the world to the fullest by Sian, the sights held by the few that day that rescued the young baby girl infused into their nightmares.

What felt like a forever to Sian, but only 3 days in the real world passed. Eventually the brought her daughter back to her, but kept out of reach. The smoking man sat in her room with the kid in a cradle next to him. "You..Give her fu#$ back to me you #$@% @#%$#% @#% ^$#@ ^$#^ ^$$#^#$ bitch. " All manners of words came from her mouth. The man sat in his chair, smoking his pipe letting her get what she needed off her chest. Until she sat their silent, huffing and puffing from the anxiety. The man looked at her questioningly, glasses covering his eyes. He sat their for a moment, smug look on his still partially grown beard and mustache. "I...kind of expected that to last a little longer. Thought you would be more angry than this. Hmmm." He headed towards the bed to table which she was now strapped onto. "I had planned to not tell you this but, pfft. Why keep myself from the enjoyment. We had found a buyer for you. I wasn't going to tell you this but." He looked back and someone exited the door then entered with the child in arms. "Yes, sir.""Like I said, a buyer for you. He was quite generous in his deal, but we thought we could get more and couldn't, so he made a acceptance. He wanted three eyes." The smoking man held the girl in his arms an looked at her, the young girl in his arms giggled as he touched her nose. "It was going to be hard to pick between the two of you, but. Maybe we can....regain our stock using you." He made a baby sound at the little girl, trying to act cute that caused the little girl to laugh, taunting Sian in the cruelest manner he could. In his baby talk he uttered the words, "...Whose eyes are going to make me a lot of money. Whose eyes, your eyes." ...." Whose going to have their eyes ripped from their sockets. Your eyes, your eyes."

The rage of Sian's eyes were remarkable to peer at. Eventually he stopped his actions and handed the little baby to the doctor that was taking care of her. "Go ahead with it.""Right away, sir." He looked back at Sian and smiled. "We will have to get it started I guess." The man walked towards her, pulling at his belt at his pants...

Two hours passed, and screams could be heard coming from where Sian was. Man after man entered the room, more screams coming. Though, not from a woman. An alarm began to echo out, and everyone came to action. Outside of the compound, the civilians could hear the alarms, then came the explosions. It sounded like a war zone. For a short time things went silent. What ever had happened, it was over with it sounded.

The explosions caught the attention of a few shinobi that had been at a bar in the area. They entered the base to find people strewn about, blood, painting the walls. One of the shinobi threw up at the sights he saw. Something that appeared to be someones arm entering through the rear and coming out with intestines at the bellybutton caused it. Hearts laden the floor in some areas. Others just pieces of bodies. Everyone that they found was dead, beyond dead. Though the group did manage to find two that were alive. The crying of a baby attracted them but it took some time to find the area, the echos being heard from afar. Though eventually they tracked the trail of dead bodies to it's end. They found there, a sight just as bad as the others, maybe even worse upon having delved into the thoughts of the event several days later.

In the room, they found a young woman, Pulling her own out of her head, her bloody fist wobbly placed over the childs face. She then inserted the eye ball, placing it into a small baby. The room, soaked in blood, several jars sat at the side, instruments recently used sitting next to it with a small amount of blood soaking into the paper they sat on. The young girl and the baby were in the corner of something that looked to be a surgical room. They raced over to her, and Sian panicked. Her eyes sockets bleeding like facets, the appearance similar to that of crying blood. She placed her glowing hand over the child's new eyes and she blinked and cried, fussing with the hand of her mother. They asked if they were okay, unable to think of much else to say as she cursed them and said something, "Those bastards....why..stop. Why would som...no. Get away...please..please...please." The men told her that they were shinobi of Iwagakure and that they would be safe now. One of them being a medic, checked the baby and woman. He tried to remove the child from her arms but she resisted, though her grasp was weakening. He looked the baby over and everything seemed fine except a few scratches that were already healing from the mothers capabilities. Then he looked over the woman and tried to use some medical ninjutsu. He looked back at his commander and shook his head. But still he tried to help her. He tried, and tried, until trying wouldn't do anymore good...

The medical shinobi took the baby from one of the men and held it tightly, crying. The events took a toll on him differently from the others. He tried, really tried to save the mother, but it was to no avail. Something horrible happened here, something unspeakable. This place, the underworld of Iwagakure..the people in it...



Sara sat in the hospital room, the pain slowly subsiding. She looked around the large emergency room. Everything...seemed familiar now. She recognized her own doujutsu. But, she couldn't release it. She thought about the strain having her Byakugan active placed onto her eyes, and grasped why it hurt so much. But it never as much as it had, and again, she couldn't release it, and never activated it. She wasn't sure what was going on, as the doctor came to see her. "Well Sara, everything seems to be alright. Truth is, I..can't really pinpoint why you are having such pains. I think you should take it easy the next few days." He reached into his pocket and pulled out a container of pills. "These should help lessen the pain, but I really mean it, you should avoid doing any work and rest. I took the liberty of talking to the boss and placing you on leave for the next few weeks. See me at the end of the month and we will go from there." He smiled and she returned it instinctively, though she wasn't happy about the results. She got up off the table and headed out of the hospital. She new the reason for the pain now, though she just didn't know they why...[/spoilername]

Personality:
Sara was reared by a loving and passionate family, taken care of very closely. She has never had to deal with much tragedy outside of her job, and even than very little was shown there. She knows nothing of her past, and believes everything that she was taught and told about within Maruishi. She could almost be called gullible really. Having never had to deal with tragedy, resentment, or betrayal, her eyes are glass coated towards such things. She takes everyone at their words, and is quite trusting even to strangers.

Now, that isn't to say she is stupid. She is levelheaded, smart and can be called ambitious at times. She is quite gung-ho at the idea of adventurous situations, and learning about the world outside of Maruishi. It was the age she was born in, and the people that raised her that made her as such. Most of Maruishi see Iwagakurians as monsters meant for one purpose, even her mother told her to be wary of them. But it was her father that she looks more towards for guidance, and he says they are just a people born to live as such, but they are passionate, independent and honorable group of people, and should be judged individually rather than as one.

Through her ambition, once a seed, had grown and taken root. It now hungered for power, and sought for nourishment. If Sara had been older, she might have been corrupted by this need, but fortune smiled on her for she was young, and the power was forced to take a back seat for her needs for companionship and adventure. This had caused the need for power to turn from a straight gain into an inventive and tiered method of discovery. Alone she couldn't do it, but with another, and through user cunning, she knew a way could be mastered. Though, the needs that opened such a method also opened avenues that could be taken advantage of.
Current Stats
Current Stats:
Stamina: 600 / 600
Agility: 600 / 600
Ninjutsu: 600 / 600
Taijutsu: 600 / 600
Genjutsu: 504 (+35) / 600
Chakra Control: 600 / 600

Power Level: 3504


Character Level: 15
OOC rank: S
  • Able to use up to S-Rank (Level 9) Jutsu.
  • Able to have up to 11 Abilities.
  • Able to use up to Tier 5 Puppets.
  • Able to use All Poisons.
  • Able to use up to 10 AP during battles.

Class Name Konoha's Divine Fist
HP: (30+lvl+5) x stamina
CP: (45+lvl+5) x chakra control
Class Bonus:
  • +5% Chance of inflicting Secondary Effects
  • Kinjutsu
High: Nin/Melee Accuracy
Average: Evasion, Genjutsu DC
Low: Ranged Accuracy
<COLOR color="#BFBFFF"><B>Bloodline Inforamtion:
Blood Line:
[spoilername="Hyuuga Clan"]The Hyuuga are an ancient clan from the fire country dating back to even before the time of Konohagakure. A clan of fierce Taijutsu practitioners known far and wide for their unique style of fighting, the Gentle Fist. The clan's Taijutsu prowess is acknowledged throughout the ninja world, and the Hyuuga are acknowledged as Geniuses in the Ninja arts. However, more popular than their Taijutsu skills are their most unique and noticeable trait; the Byakugan, commonly referred to as "The All-seeing Eye". With their Byakugan and Jyuuken techniques, few clans possess the physical grace of the Hyuuga.

084 PL - Byakugan Rank 1, Gentle Fist Rank 1
168 PL - 360 Degree Vision Rank 1
252 PL - Jyuuken Stance Rank 1
336 PL - Gentle Step Twin Lion Fist Rank 1
420 PL - Byakugan Rank 2
504 PL - Jyuuken Stance Rank 2
588 PL - Eight Trigrams Tenketsu Strikes Rank 1, Gentle Fist Rank 2
672 PL - 360 Degree Vision Rank 2, Kaiten Rank 1
756 PL - Byakugan Rank 3, Gentle Step Twin Lion Fist Rank 2
840 PL - Jyuuken Stance Rank 3, Kaiten Rank 2
924 PL - Eight Trigrams Tenketsu Strikes Rank 2
1008 PL - 360 Degree Vision Rank 3, Kaiten Rank 3
1092 PL - Gentle Fist Rank 3, Eight Trigrams Tenketsu Strikes Rank 3
1176 PL - Gentle Step Twin Lion Fist Rank 3
1260 PL - Air Palm Rank 1
1344 PL - Jyuuketsu Combo Rank 1
1428 PL - Air Palm Rank 2
1512 PL - Eight Gates Assault Rank 1
1596 PL - Air Palm Rank 3, Jyuuketsu Combo Rank 2
1680 PL - Jyuuketsu Combo Rank 3, Eight Gates Assault Rank 2
1764 PL - Eight Gates Assault Rank 3
[/spoilername]
 
Re: Student: Yaku Sara

Zero%20kara%20Hajimeru%20Mahou%20no%20Sho%20-%2003%20-%20Large%2012.jpg

Weapons:

Role-Play Weapon

  • Unnatural Aura of the Moon and Sun:
    Class: Unarmed
    Ability: Can use handseals while armed
    Modification:
    Augments:
    • Special Composition - Lightning or Radiation

    Description: An adorned ring, worn by Sara, it was an item passed down to her by her father. Where he got the ring was never revealed to her. A few days after being handed the ring, while training, the ring split into two, changed from gold to black and white, and some words scribed on the ring appeared. Sara didn't question the reasoning, the why, and just placed the other ring onto her finger. If that wasn't odd enough, the rings passed on odd abilities to the young girl. This item had possessed the power of releasing and manipulating her chakra on it's own, forming it into that of an element she is capable of utilizing. Though recently it has changed, for having warn it nonstop, her chakra still bleeds in response to it's power.


Weapon Holster One:
  • Gentle Fist Technique
    Class: Unarmed
    Ability: Suppression
    Modification: +2 accuracy/-10% damage
    Augments: Description: The Gentle Fist is a combat style thought of as being the ultimate fighting form. With the softest touch, or even at times when no contact is made, this fighting style allows the user to capability to cause disastrous long lasting effects against it's enemies


Weapon Holster Two:
  • Armor of the Moon and Sun:
    Class: Unarmed
    Ability: Can use handseals while armed
    Modification: +2 accuracy/-10% damage
    Augments: Discription: An adorned ring, worn by Sara, it was an item passed down to her by her father. Where he got the ring was never revealed to her. A few days after being handed the ring, while training, the ring split into two, changed from gold to black and white, and some words scribed on the ring appeared. Sara didn't question the reasoning, the why, and just placed the other ring onto her finger. If that wasn't odd enough, the rings passed on odd abilities to the young girl. This item possess the power of releasing and manipulating her chakra on it's own, forming it into that of an element she is capable of utilizing. Another ability passed on was that of healing. Channeling chakra into the item allows any wound to heal as if someone was using a medical jutsu on her. If it wasn't enough to just have these abilities, when combined with her bloodline's capability of fighting where the softest touch or even a miss can cause sever damage, the armor's greatest abilities can be harnessed and unleashed. The rings are different from each other, one black with white lettering, and the other white with black lettering. The words ascribed on the ring are non-discernible, but the one ring certainly had some great power.

Extra Augments:
Quick Switch
Free Flow

General Slots:
  • Belt Pouch One:
    [spoilername="Belt Pouch"]A portable bag used to hold smaller tools and equipment, this straps onto the waist and provides quick access to a variety of goodies housed inside. A flavoured method of storage, this provides convenient storage without impairing accessibility. Though because of its smaller, compact size, your out of luck if you want to hold larger Items.

    Effect:
    - Grants the user 2 additional Item Slots.

    Notes:
    - May only have up to 2 Belt Pouches at a time. Must be purchased separately. Cannot be placed inside any other storage item.
    - Belt Pouch may be equipped for 1 AP. Dropping Belt Pouch does not cost AP.
    - May not hold storage items.
    - While Belt Pouch is unequipped, using items inside costs an additional .25ap.
    - Belt Pouch may be targeted with Called Shot: Disarm chances. Upon being successfully Called Shot twice (Fractured) the Belt Pouch is forcibly removed and considered unequipped.
    - While Belt Pouch is unequipped, it may be targeted for attacks. Belt Pouch has 2% of owner's Max HP and is not replinishable. Once HP hits 0, Belt Pouch is destroyed and all items inside are not usable for remainder of battle.
    - Targeting equipped Belt Pouch will not reduce it's HP.[/spoilername]
    • Signal Flare: 1
      [spoilername="Signal Flare"]Shoots a bright beacon into the sky that alerts those in the area that someone is in distress.

      Effect: Allows up to 2 people to enter a modded fight.

      Notes:
      - May only be used once per round.
      - Only one may stack in a single slot.
      - Costs .5 AP to draw, .5 AP to use.
      - The first two individuals to post responding to this item will be allowed into the fight. Rules regarding how long it takes to enter a fight still apply.[/spoilername]
    • Flash Bomb: 3
      [spoilername="Flash Bomb"]Similar to other shinobi bombs, these tiny capsules are inscribed with a single seal and detonate upon impact. This variety has the smallest range but greatest effect, blinding everyone nearby with a bright flash of light once used. The flash is sudden and strong, taking effect immediately. The blindness is brief, making the window of opportunity require precise timing.

      Effect: Dazes up to 2 targets for a full round, giving them -0.5 accuracy.

      Notes:
      - Costs .5 AP to use.
      - May be used with Melee or Ranged accuracy.
      - Effected Targets have a 10% chance to be blinded, causing them not to be able to designate their target of attack for 1 full round.
      - Blinded targets cannot use or be effected by purely Visual Genjutsu. Any Genjutsu used by a Blinded target that has the Visual property receives a -0.5 Genjutsu DC to that Genjutsu.
      - Targets gain a +1 to their check against Flash Bombs for every one after the first for the remainder of the battle, stacking to +5.
      - If the user has the Strategist ability, they may prep this item to explode upon successfully dodging any attack (Genjutsu excluded). When used this way, the ap cost of this item is paid normally but it effects the attacker immediately after the dodged attack.
      - If the user has the Strategist ability, they may attach this item to a Kawarimi Target. Used this way, when the Kawarimi Target is used the Flash Bomb will automatically effect the attacker.
      - Blind chance is also counted towards the user of this items.
      - Up to 3 may stack in a single slot.[/spoilername]
  • Belt Pouch Two:
    [spoilername="Belt Pouch"]A portable bag used to hold smaller tools and equipment, this straps onto the waist and provides quick access to a variety of goodies housed inside. A flavoured method of storage, this provides convenient storage without impairing accessibility. Though because of its smaller, compact size, your out of luck if you want to hold larger Items.

    Effect:
    - Grants the user 2 additional Item Slots.

    Notes:
    - May only have up to 2 Belt Pouches at a time. Must be purchased separately. Cannot be placed inside any other storage item.
    - Belt Pouch may be equipped for 1 AP. Dropping Belt Pouch does not cost AP.
    - May not hold storage items.
    - While Belt Pouch is unequipped, using items inside costs an additional .25ap.
    - Belt Pouch may be targeted with Called Shot: Disarm chances. Upon being successfully Called Shot twice (Fractured) the Belt Pouch is forcibly removed and considered unequipped.
    - While Belt Pouch is unequipped, it may be targeted for attacks. Belt Pouch has 2% of owner's Max HP and is not replinishable. Once HP hits 0, Belt Pouch is destroyed and all items inside are not usable for remainder of battle.
    - Targeting equipped Belt Pouch will not reduce it's HP.[/spoilername]
    • Ninja Wire: 8
      [spoilername="Ninja Wire"]Ninja wire is a thin, strong steel wire that is nearly invisible but for the occasional shine or reflection of light. This tool is used in several shinobi techniques and is commonly used to set up traps and other similar techniques. Because this wire is capable of cutting, it can even be used as a weapon alone.

      May only pick one effect per usage:
      Extended Bind
      May be used in conjunction of a Non-Illusionary Binding Technique, allowing the user to gain +0.5 Accuracy per Ninja Wire used, up to a maximum of four Wires.
      If two or more Wires are used in conjunction to a Non-Illusionary Binding Technique, they may exchange +1 Accuracy for the ability to use Ranged Accuracy for the Binding Technique instead.
      Upon successful hit, user may channel a Fire-base or Lightning-base Technique, granting additional +2% Damage and +0.25 Accuracy per Ninja Wire used.

      Bonus Called Shot
      May use a single Ninja Wire in conjunction with a Called Shot.
      Neck - Inflicts an additional +5% Chakra Cost.
      Arms - Inflicts an additional -1 Accuracy.
      Hands - Inflicts an additional +0.1 AP Cost.
      Legs - Inflicts an additional -1 Dodge.
      Feet - Inflicts an additional +5% chance to stumble
      Disarm - Picking up the Disarmed Weapon costs an additional +0.5 AP.


      Notes:
      - Drawing Ninja Wire costs 0.5 AP. May draw multiple Ninja Wires at once (up to 4) for the cost of a single Ninja Wire.
      - Applying the Ninja Wire in a Called Shot or Binding Technique is free.
      - Called Shot penalty inflicted by Ninja Wire does not stack with the same effect (e.g: Performing 2 Neck Called Shots will only inflict a +5% increased CP cost).
      - Up to 8 wires may stack in a single slot.[/spoilername]
    • Antidote: 1
      [spoilername="Antidote"]Various herbs and liquids designed to break down harmful toxins in various ways, allowing one to recover from a deadly person. When faced against

      Effect: If used on the same round the user was inflicted by a Poison of any type, an additional Poison Check is made against that poison with +3 to the user once. If used with an already active Poison, this only grants an additional Poison Check without Bonuses.[/spoilername]
  • Blood Pills: 3
    [spoilername="Blood Pills"]]A shinobi medication that temporarily halts the flow of blood in the body by coagulating and hardening it. Very effective in battles but long term use may prove unhealthy.

    Effect:
    - Removes one rank of bleeding.
    - Costs .5 Ap to use.

    Notes:
    - May only use once per round before taking penalties.
    - Taking more then one Blood Pill in a round reduces the effectiveness by half (the second in a round would be a 50% chance) as well as giving the user a +10% chance to bleed per extra pill taken for a full round.
    - May stack 3 in a slot.[/spoilername]
  • Headsets
    [spoilername="Headset"]A shinobi staple for communication. Headsets can vary from having a mouth-piece with a push-to-talk button, to a throat mic. Using a headset is vital for calling for back-up and to relay information.

    Effect:
    - During a B-Mod fight, one may call for reinforcements using the headsets. For the cost of 1 AP, one may only call 1 person. This call may only be done after the first HALF of the FIRST round is over. (5 Seconds.)

    Notes:
    - Must have headset equipped to use.
    - May enter battle with headset already equipped
    - Headset may be targeted while equipped by using a Called Shot: Disarm
    - Reinforcement is considered 1 person per round
    - People who are called in the fight via Headset must also have a headset prior to being called in.
    - May only have 1.[/spoilername]
  • Antidote: 1
    [spoilername="Antidote"]Various herbs and liquids designed to break down harmful toxins in various ways, allowing one to recover from a deadly person. When faced against

    Effect: If used on the same round the user was inflicted by a Poison of any type, an additional Poison Check is made against that poison with +3 to the user once. If used with an already active Poison, this only grants an additional Poison Check without Bonuses.[/spoilername]

Abilities:


  • Battle Abilities:
    • Shinobi 101 - Visual Genjutsu into Melee Accuracy
      A shinobi's skills are always evolving and growing. As they become more skilled with the various methods and ways of manipulating chakra those with the makings of an exceptional shinobi eventually find unique ways to wield their chakra.

      Effect: Choose one jutsu sub-type (Fire, Slashing, Offensive puppet, etc) to use with any one other accuracy of your choice. User may apply to change which sub-type of jutsu Shinobi 101 applies to once every 90 days via the normal process for an ability swap in their Dojo Forum.

      Note(s):
      - Shinobi 101 does not take up an ability slot.
      - If the user select's a Base Element for Shinobi 101 then this ability's effects apply only to that Base Element and none of it's Advanced Elements.
      - Shinobi 101 also applies to any checks made by jutsu of that type (I.E. a Ninjutsu bind cast with Genjutsu DC would check against the user's Genjutsu DC to maintain rather than the user's Ninjutsu Accuracy) but does not change the Evasion secondary which the attack checks against.

    • Class Skill: Combat Medic
      [spoilername="Combat Medic"]Medical shinobi who are adept at healing but are also no slouch when it comes to battle prowess. They have trained their reflexes to combine the best of both worlds.

      Information:
      Prerequisites: C-Rank

      Effect:
      - If the user is in the same battle as a person who has been killed, they may heal the player back to KO status at the end of the battle.
      - Once per round, the user may use a Medical jutsu up to B rank reflexively.

      Notes:
      - The second effect may not be used in conjunction with a Medical jutsu that is being used offensively.
      - The user is unable to save someone if they themselves are unconscious (KO'd) in that battle.
      - The Saved target is considered under Victim's Choice - Live rules.[/spoilername]
    • Conservative Motion
      [spoilername="Conservative Motion"]The user has developed absolute efficiency in everything they do, never a single movement wasted. Even in the heat of battle, not a single step is gratuitous nor any attack over swung.

      Information
      Prerequisites: E Rank

      Effect:
      - Jutsu effects that would increase Chakra Costs are negated.
      - All Effects that have a chance of causing the user's action to fail are halved and all AP increasing effects are negated.

      Notes:
      - Conservative Motion's effects only apply to debuffs placed upon the user by opponents. It does not apply to AP or CP increases incurred through using Special Actions or self-inflicted AP or CP penalties.
      - Does not apply to Suppression.[/spoilername]
    • Hyperactive
      [spoilername="Hyperactive"]They move fast, they think fast, they even talk fast, these are the people that seem to bounce of the walls nonstop, and rather than grow weary of their constant zealous charisma, tend to grow even more energetic. Common among children, and often carried into adolescence, these are the people that can never quiet seem to sit still for more than 5 seconds, and always seem to be on the move.

      Information
      Prerequisites: E Rank

      Effect: The user regains +3% of their Max CP back at the beginning of every round.[/spoilername]
    • Healing Factor
      [spoilername="Healing Factor"]While everyone possess a natural recuperation rate, recovering over time with rest, there exist many who tend to just...keep coming back for more, and don't learn when to give up. Persistent to the end, It is hard to keep those with this trait down for long before they spring back up, regardless of the injury.

      Information:
      Prerequisites: D Rank

      Effect:
      - The user gains 3% Max HP at the end of each round.
      - All Medical Jutsu are +10% more effective on the user.

      Special Action - Quick Healer: At the end of a round the user may choose to pay CP equal to 5% of the damage done to the player during the round, to regain 5% of the HP lost by the player during the round.[/spoilername]
    • Called Shot
      [spoilername="Called Shot"]This ability teaches where all the good spots to aim are. With this ability, you can more easily disable someone, make precise shots, and restrict movement. The 8 types of called shots are: Arms, Legs, Head, Hands, Feet, Neck, Heart, Weapon.

      Information:
      Prerequisites D Rank

      Effect:
      - Called Shots only take half the usual accuracy Penalties.
      - +5% Called Shot chance.
      - User can inflict Broken rank debuffs.[/spoilername]
    • Chakra Style: Lightning
      [spoilername="Chakra Style - Lightning"]The user may choose a single effect from Offensive OR Defensive. Re-entering the style at the cost of 0.5 AP allows the user to change effects.

      Prerequisite: 4 Mastered Lightning Jutsu

      Offensive:
      • Static Charge: The user's Lightning-based actions have a 15% chance of being modded -1 Ap faster with an additional +5% chance at activating secondary effects. The chance of this activating is increased by +5% every time the user performs another Lightning-based action, stacking up to 30%.
        • Resets at the end of the round.
        • Actions may not be modded below 0.5 AP.
        Volt Jump: When the user performs a Lightning-based attack, any untargeted enemies who attacked the user within the last round have a 20% chance of being hit with an aftershock. This is checked against each potential target individually, and deals 40% of the attack's damage at -2 Accuracy.


      Defensive:
      • Static Slowdown: Melee contact with the user has a 15% chance to cause the target's next action to be modded as +1 AP.
        • Melee contact is when the user attacks with melee accuracy or is attacked with melee accuracy.
        • May only occur against a single target three times per round.
        Surge: The user gains +0.5 Dodge per Lightning-based Action done by the user the previous round, stacking up to +3. If the Dodge Bonus exceeds the +3, per 0.5 surpassing the caps grants the user +3% Auto-Dodge instead.
      [/spoilername]
    • Clarity
      [spoilername="Clarity"]Possessing perception on a heightened level, those gifted with this ability are able to view the surroundings with enhanced clarity, naturally becoming more resistant to the illusory arts.

      Information
      Prerequisites: C Rank

      Effect:
      - The user is given a resistance check every round against Genjutsu as opposed to the normal round wait time.
      - The user is always aware that they are in a Genjutsu unless the Genjutsu was treated as a Sneak Attack.
      - This ability cannot be used with Willpower.[/spoilername]
    • Elementalist
      [spoilername="Elementalist"]Manipulating walls of flame, conjuring storms of wind and bending waves of water; these shinobi are masters of their element, and are able to alter the form and shape of their jutsu to suit their needs at a moments notice. When combating them, their element is their weapon of choice.

      Information
      Prerequisites: A Major Affinity

      Effect:
      - The user may now use a Major Affinity Move and a Minor Affinity move upon a single Jutsu (Up to B Rank) Both affinity moves must be different, and the user must have a Major Affinity in the Element.
      - Cannot stack either Channeling ability.[/spoilername]
    • Elemental Aura
      [spoilername="Elemental Aura"]The bright flare of this aura is visible on the user when activated, chakra of their natural color visible to anyone who cares to glance at them.

      Information
      Prerequisites: A Chakra Armor Mastered

      Effect:
      - Chakra Armor cost .5 Ap less than usual, and gain +1 to overall round limitation.
      - While Chakra Armor is active, any Secondary Effect chances of the same element used by or against the user are treated +/- 10% in the user's favor. This only applies to the effect's chance of activating, not the actual effect itself.[/spoilername]
    • Deflection
      [spoilername="Deflection"]This ability allows you to deflect attacks aimed towards you, knocking them aside from causing harm.

      Information

      Prerequisites: D Rank

      Effect:
      - Partial hits upon the user are treated as one rank lower, IE a 75% hit becomes a 50%, 50% becomes 25%, and 25% becomes a miss. This does not overwrite effects which state partial hits are treated as full hits.
      - Attacks which initially miss the user have a 10% chance of being deflected to a different target (does not stack with the previous note).
      - Deflected attacks that target another victim are chosen at random and use the attacker's accuracy type with the user's accuracy secondary.

      Special Action: For 1 AP, the user may choose to have a deflected attack target a victim of their choosing. This is done reflexively.[/spoilername]
    • Kinjutsu Purchased
    • Kinjutsu
    • Kinjutsu

    Character Roleplay Abilities:

    Element Affinities:
    Free D-Rank Minor Affinity: Lightning
    Free C-Rank Minor Affinity:Fire
    Free C-Rank upgraded Minor to Major (Same as D-Rank): Lightning
    Major Affinities :
    • Lightning (Free D Rank)
    • Wind (ASP Purchase)
    • Radiation
    • Medical Jutsu
    Minor Affinities : Fire / Radiation
    • Fire (Free C Rank)
    • Photon
    • Non-Elemental
    BL/CA/Kin Free Advanced Elements: None
    Non-BL/CA/Kin Advanced Elements
    • Radiation
    • Photon
 
Re: Student: Yaku Sara

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

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

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

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


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

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

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

Cost: Cost of Jutsu dodged +20% Cp.

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


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

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

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

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

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

Spirit Lantern - D Rank - Mastered
Creates a chakra construct in the shape of a lantern which emits an eerie light into the surrounding area, allowing those nearby to see the true nature of things. With this technique's help, it's possible to determine if one's own vision is being impaired in some manner by illusions, though it requires you to remain still throughout.

Rank 1: Protects against a single Visual Genjutsu up to Level D.
Master: Protects against a single Visual Genjutsu up to Level C.

Special Action: This can be used upon the user and a chosen ally; however this lowers the Jutsu's rank by 1.

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

Notes:
- Lasts up to two rounds, or until it takes effect. May only be used once at a time.
- The Genjutsu effected by this are dispelled.
- After use, this requires a full round of cooldown before it may be used again.


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

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

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

Cost: Cost of Genjutsu +20% Cp

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


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

Information
Prerequisites: A Summoning Contract

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

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

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


Jutsu Sealing - C Rank - Mastered
A special technique that allows the user to seal away an enemy's attack into a scroll, allowing you to avoid it, while also giving another weapon to use upon the opponent. This can be a risky maneuver, however, as the user must face an oncoming attack head on to efficiently scribe it, and one mistake could put you in a bad situation.

Information
Sealing Scroll

Rank 1: Allows the user to scribe and release Ninjutsu attacks up to level D.
Master: Allows the user to scribe and release Ninjutsu attacks up to level C.

Special Action: For 1 Ap and 20% of the initial Cp cost, the user may release a Jutsu previously sealed in battle. This jutsu only has any damage buffs/effects initially used with it, but uses the user's accuracy. This destroys the Scroll the jutsu was sealed within.

Cost: Ap of the sealed Jutsu, Cp of the Sealed Jutsu +20%.

Notes:
- This jutsu is used reflexively, and may only be used successfully once per round.
- The user must have 3 mastered Jutsu of an element in order to recognize and attempt to scribe a jutsu of that element.
- This requires a full round of cool down between uses, does not work on any Level B+ jutsu.
- When used, this causes the attack to make a check against the user's Ninjutsu Accuracy instead of evasion. The user cannot dodge if they fail this check, and the scroll is destroyed in the process.


Barrier - C Rank - Mastered
A defensive jutsu that allows the user to create a sphere of chakra that protects them from all harm, so long as their energy is able to hold out. This barrier blocks out all forms of physical harm whether they be literal physical weapons, or the chakra infused art of Ninjutsu to include illusionary techniques. However, while one is protected on the inside, they cannot attack.

Rank 1: Base Barrier Hp is equal to 1350. This has a 18% chance of activating the 'Non-Elemental' effect.
Master: Base Barrier Hp is equal to 1685. This has a 24% chance of activating the 'Non-Elemental' effect.

Special Action - Energy Sphere: Protects against Physical, Non Elemental, and Elemental damage. This Barrier only has 90% of the base Hp, and cannot be used reflexively but can be maintained. The user cannot use jutsu which use melee accuracy while this Barrier is active.

Special Action - Wall of Spirits: Protects against elemental damage and Genjutsu directed at the user; this does not effect any jutsu currently in effect. This Barrier has 100% of the base Hp, and cannot be used reflexively but can be maintained. The user cannot use jutsu which use melee accuracy, or cause elemental damage while this barrier is active.

Special Action - Energy Wall: Protects against a Single physical, non elemental or elemental attack. This barrier has 110% of the base Hp, and may be used reflexively but cannot be maintained. This version only protects against one action.

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

Notes:
- Only one may be active at a time.
- This jutsu must be used with one of the special actions.
- Only Ninjutsu buffs may increase this jutsu's Hp.
- Damage which breaks the barrier may target the user normally.
- The 'Non-Elemental' effect increases this jutsu's Hp by +10%. This does not apply to caps.


Elemental Negation - C rank - Mastered
The various elemental natures of chakra all have properties unique to them; strengths that they don't share between each other. But each one also has a weakness, an opposing nature that can negate its effects, and a skilled shinobi can channel an opposing nature through their body to alleviate the problems caused by another.

Information
Two Mastered Ninjutsu of the channeled Element

Rank 1: Allows the user to cancel out 'secondary effects' effecting them of a single element by channeling its opposing one. The user has a -3 penalty on all checks from this technique. They are not able to cancel debuffs created with the debilitate Affinity move.
Master: The user requires a minor affinity in the channeled element to use this rank. The user has a -2 Penalty on all checks from this technique. They may now cancel debuffs boosted by the minor affinity version of debilitate.

Rank 1 Cost: 500 Cp
Master Cost: 625 Cp

Notes:
- When used, a Ninjutsu check is made between the user and the jutsu affecting them. This check is made individually for each effect.
- The user chooses an element to channel, and all opposing debuffs are affected by this technique. This only applies to 'temporary' effects such as 'burns'; this does not apply to permanent effects such as bleeding.
- Fire counters Wind, Wind counters Lightning, Lightning counters Earth, Earth counters Water, and Water counters Fire.
- Advanced Element effects may also be countered; however the user requires the opposing elemental affinities of both elements. Effects caused by Wind Major+Lightning Minor Element require the user to have Fire major+Wind minor element


Stunt Double - C Rank - Mastered
A jutsu meant to be used with foresight, this skill is essentially a Kawarimi technique used before the user is even in danger. Successful execution of this skill allows a shinobi to switch places with a clone in the blink of an eye without the slightest hint to those around them. This is achieved by increasing the user's speed similar in a manner similar to a shunshin jutsu for a brief moment, allowing them to both create a clone and hide themselves away all in the time span of a split second. This speed generally leaves opponents confused as even those watching the user intently can miss the switch and fall prey to the technique.

Rank 1: Allows the user to cast a clone jutsu and attempt to hide themselves into stealth with a +1 Stealth bonus upon the initial check.
Master: Allows the user to cast a clone jutsu and attempt to hide themselves into stealth with a +2 Stealth bonus upon the initial check.

Special Action: This may be used reflexively; doing so replaces the stealth bonus with a Dodge bonus. They do not attempt to go into stealth during this time, but make a stealth check to determine if they are confused for a Clone by others in battle. If the user is initially hit this jutsu has a 40% chance of failing. If they dodge, their clones take the damage the user avoided (Divided among the clones created).

Cost: AP cost of the clone jutsu +1; CP cost of the clone jutsu +40%

Notes:
- This Jutsu is a hidden action, and may only be used once per round.
- This jutsu may only be used when tagged to a Clone jutsu.
- Illusionary clones may be used with this technique, though they require a genjutsu check in addition to the stealth check. If the Genjutsu check fails, then the user creates no clones, and the opponent just notices the user vanish.


One Element Sealing - C Rank - Mastered
A weaker version of one of the more difficult sealing skills, the mark this technique leaves negatively impairs the opponent€™s chakra system, counteracting the natural flow and forcing the victim to struggle to perform the simplest of techniques. Hastily performed, this version may only seal specific types of energy, such as the ability to create Fire or manipulate air. In addition, the user must maintain a constant flow of chakra, or the seal will weaken and disperse.

Rank 1: Scribes a seal upon the target at -2 Accuracy. The seal gives Jutsu of the sealed element +15% Cp cost. Additionally, the Jutsu has a 18% chance to be treated one rank lower.
Master: Scribes a seal upon the target at -2 Accuracy. The seal gives Jutsu of the sealed element +15% Cp cost, and prevents any Major Affinity Moves from being used with them. Additionally, the Jutsu has a 24% chance to be treated one rank lower.

Special Action: Instead of scribing the seal, the user may attempt to remove one from themselves or another target. This make a Ninjutsu check against the original user.

Rank 1 Cost: 500 Cp, 250 Cp/Rnd
Master Cost: 625 Cp, 320 Cp/Rnd

Notes:
- Lasts up to three rounds.
- Uses Melee Accuracy to scribe the seal, and a Ninjutsu check each round after the first.
- If a maintain check is resisted, the jutsu is not dispelled; its effects are negated for the round. It will remain until the round limit is reached or it is no longer maintained.
- The user must have 5 mastered Jutsu of the chosen element, and chooses an element to seal upon initiation.
- This jutsu may be used against a target more than once, however the same element may not be sealed multiple times.
- If a base element is sealed, then all Advanced Elements with the sealed element as a 'Major' are treated as if effected by this Jutsu, but at Rank 1. This does not apply to Advanced elements with the sealed base element as a 'Minor', and does not stack if the user seals both the base element, and the advanced element on the victim (They would take the higher penalties).


Elemental Clone - C Rank - Mastered
A standard skill for all skilled shinobi: the ability to create a physical clone. This jutsu leaves room for much customization; allowing the user to alter the composition of their clones to their own affinity to have a variety of effects. Even choosing not to use a specific element has its benefits.

Rank 1: Creates a clone with -6 of the user's secondaries and Hp/Cp equal to 15% of the user's max Cp. This clone may use up to level D Jutsu of its chosen element at Rank 1.
Master: Creates a clone with -5 of the user's secondaries and Hp/Cp equal to 17% of the user's max Cp. This clone may use up to level D Jutsu of its chosen element at Master Rank

Special Action: Instead of creating a single clone, the user may instead choose to create up to three clones. However for each additional clone, their secondaries are reduced by -1 each, their secondary effects are lowered by -6% each, and Hp/Cp is divided among all clones equally. Additionally, creating additional clones lowers all their jutsu by 1 rank per additional clone created.

Special Action: Upon Creation, the user chooses an element to treat the clones. Each element grants the clone a specific effect, though this effect has a 18%/24% chance of activating when they are destroyed. Earth gains 'Crush', Water gains 'Suffocate', Fire gain 'Burn', Wind gain 'Air Disruption', and Lightning gain 'Stun'

Rank 1 Cost: 500 Cp, 250 Cp/Rnd
Master Cost: 625 Cp, 320 Cp/Rnd

Notes:
- The user may only create a clone of an element they have an affinity in. Advanced elements cannot be chosen.
- If no element is chosen, then the clones cannot use Ninjutsu. Instead, they may use Taijutsu of an equivalent level. (Base damage is treated as the user's currently equipped weapon ignoring special effects, poisons applied, and augments).
- May only have one type of elemental clone(s) on the field at a time.
- All clones have 1/4 of the users AP. Lowest AP can go is .5 AP.
- Once clones run out of Chakra, they disperse.
- The amount of Max Cp is split into however many clones are created. At master rank, each clone would not have 17%, but the 17% would be divided equally.
- Casting this jutsu while it is already active will remove all current clones from play.
- Each has a unique effect that happens when destroyed, however this only applies if hit by a technique using melee accuracy and this requires a Ninjutsu check between the user and the attacker. All clones may choose to "automatically" disperse on melee contact, whether when attacked or if they choose to strike the target physically (.5 Ap).

- The 'Crush' effect causes suppression and raises the called shot level of a single limb chosen at random.
- The 'Suffocate' effect increases their next jutsu's Cp cost by +20%, lowers its accuracy by -2, and causes the victim to take 1% Max Hp damage.
- The 'Burn' effect causes the target to take +5% damage for a full round. 'Burn' stacks up to three times.
- The 'Air Disruption' effect lowers the targets Accuracy by -2 for a full round.
- The 'Stun' effect lowers the victim's dodge by -2 to the next attack aimed at them as well as preventing them from auto-dodging it, as well as give the attack +1 critical chance.


Shadow Shuriken Replication - B Rank - Mastered
A jutsu that creates a massive cloud of shuriken, this technique requires advanced control over chakra and enables you to strike a large area with little effort. By infusing a shuriken with a significant amount of chakra, upon tossing the shuriken and performing the handseals one can rapidly multiply the shuriken into countless numbers, which fall upon an area and strike all those in a nearly unavoidable storm of steel.

Rank 1: Multiplies a single projectile into a storm of projectiles. The user has 6 checks, which each deal 380 damage at +1 Accuracy. Each check has a 5% chance of inflicting bleeding, and a 21% chance to activate the 'Non-elemental' effect.
Master: Multiplies a single projectile into a storm of projectiles. The user has 7 checks, which each deal 475 damage at +1 Accuracy. Each check has a 7% chance of inflicting bleeding, and a 28% chance to activate the 'Non-elemental' effect.

Rank 1 Cost: 655 CP to initiate
Master Cost: 820 CP to initiate

Notes:
- This uses Ninjutsu Accuracy.
- These strikes may be divided among multiple targets. A single target may only be hit by 5 checks. Bleeding may only be successful once per target.
- If a clone is hit by this jutsu, the bleed chance becomes a chance to disperse the clone.
- Because these Projectiles are multiplied with chakra, this does not receive any Melee or Ranged Buffs and augments applied to the weapon are not copied.
- The 'Non-Elemental' effect increases this jutsu's damage by +10%. This does not apply to caps.


Chakra Shield - B Rank - Mastered
Several diamond shaped shields of chakra are created directly in front of the user, which can either be used as bladed weapons or floating barriers.

Rank 1: Summons 3 shields of chakra in front of the user. These shields deal 665 damage when they attack, and disappear when used. Each shield has a 21% chance of activating the 'Non Elemental' and 'energy wall' effect.
Master: Summons 4 shields of chakra in front of the user. These shields deal 625 damage when they attack, and disappear when used. Each shield has a 28% chance of activating the 'Non Elemental' and 'energy wall' effect.

Special Action: Any shields the user has active may be used to block damage (Multiple shields may block the same action). Each shield has Hp equal to 110% of the damage, however may only block a single attack. Shields used this way disappear when used.

Rank 1 Cost: 730 CP
Master Cost: 910 CP

Notes:
- Shields disperse at the end of the round. Recasting removes any active shields.
- A shield's attack may use either Melee or Ninjutsu Accuracy.
- The 'Non-Elemental' effect increases this jutsu's damage/Hp by +10%. This does not apply to caps.
- The 'Energy Wall' effect prevents this jutsu's damage from being reduced. Attacks which bypass or deal additional damage to barriers do not apply to this jutsu.


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

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

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

Cost: This jutsu only costs AP.

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


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

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

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

Cost: 1200 CP to place the seal

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


Chakra Blast - B Rank - Mastered
The user condenses their chakra into their palms, conjuring a sphere of visible energy that can be shot at a target in a bright burst of light. The raw chakra used in this technique often causes more than physical damage.

Rank 1: Shoots a blast of condensed chakra that deals 2000 damage. This Jutsu has a 21% Chance of inflicting 'Chakra Burn' and 'Non Elemental' effects.
Master: Shoots a blast of condensed chakra that deals 2500 damage. This Jutsu has a 28% Chance of inflicting 'Chakra Burn' and 'Non Elemental' effects.

Special Action - Kinetic Wrath: By paying +20% Cp, the user may equally split 90% of the damage into up to 4 checks, each striking at -2 Accuracy. Using this special action grants the Jutsu +7% chance of inflicting chakra burn, but divides the total chance equally among each strike. This effects 2 targets.

Special Action - Psychotic Fury: The user may pay Hp in place of Cp for this Jutsu. Doing so replaces the 'Non Elemental' with the 'Dark Strike' effect. Additionally, Chakra burn has a +7% Chance of activating and now deals Cp damage equal to 30% of the total damage.

Rank 1 Cost: 800 CP
Master Cost: 1000 CP

Notes:
- This Jutsu may use either Melee or Ninjutsu Accuracy.
- 'Chakra Burn' causes this Jutsu to deal Cp damage equal to 20% of this jutsu's final damage.
- The 'Non-Elemental' effect increases this jutsu's damage by +10%. This does not apply to caps.
- The 'Dark Strike' effect classifies this jutsu as Dark, and its damage cannot be reduced. Additionally, this increases this jutsu's damage by +10%. This does not apply to caps.


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

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

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

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

Rank 1 Cost: 730 CP
Master Cost: 1000 CP

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

- Fire grants the 'Sear' effect. The 'Sear' effect gives the target a 10% chance of taking critical damage to the next attack to hit them. If this is not successful, then they only take +10% damage from the attack. This does not stack.
- Wind grants the 'Wind Slice' effect. The 'Wind Slice' effect causes the attack to deal +5% base damage and raise bleeding one level.
- Lightning grants the 'Stun' effect. The 'Stun' effect lowers the victim's dodge by -2 to the next attack aimed at them as well as preventing them from auto-dodging it, as well as give the attack +1 critical chance.
- Earth grants the 'Crush' effect. The 'Crush' effect causes suppression and raises the called shot level of a single limb chosen at random.
- Water grants the 'Cascade' effect. The 'Cascade' effect suppresses the target and allows the user to immediately follow up this Jutsu with any Water Ninjutsu of their choice. This follow-up gains +2 Accuracy.


Advanced Combination Transformation - B Rank - Mastered
A powerful transforming technique that requires two willing participants to complete. This technique transforms the user and target into a fused version of the two forming one single more powerful entity.

Rank 1: The user may combine with a willing target to average their secondaries together.
Master: The user may combine with a willing target to average their secondaries together +2.

Notes:
- Combining with a target allows the user to gain access to that target's jutsu.
- The user does not have access to the combined target's abilities or equipment.
- Damage and chakra costs are split between the user and target 60/40 at Rank 1, and 70/30 at Master. Any and all chakra costs from either the user or target are split.
- Both the user and target must pay the maintain cost for this technique.
- All attacks aimed at the target combined with this technique now target the user of this technique.
- If the target was in stealth when this technique was activated they may remain in stealth as normal while combined with this technique.
- The combined target cannot make actions while this jutsu is active but may continue to maintain jutsu.
- This technique may only be maintained if both user and target continue to agree to maintaining it.
- This technique may be maintained for up to 3 rounds.
- This technique may only be used on willing targets that have secondaries.
- Passive Auto-Dodge does not apply to the target that cannot make actions.
- If the user or the target has Damage Reduction, it is applied after the Damage is split between them.

Rank 1 Cost: 730Cp, 365Cp rnd.
Master Cost: 910Cp, 455Cp rnd.



Perfected Rasengan - A Rank - Mastered
A perfected version of the Jutsu known as Rasengan. This variant takes Nature transformation to the next level, perfectly infusing it into the spiraling sphere of chakra to create a completely new, powerful technique. This technique requires both a high level of chakra control and a great affinity to the elements in order to combine the two.

Rank 1: Base effects are 4400 damage. Secondary effects have a 36% chance of activating. This must be used with both special Actions.
Rank 2: Base effects are 5500 damage. Secondary effects have a 44% chance of activating. This must be used with both special Actions.

Special Action - Shapeshift:
- May use Ranged, Ninjutsu, or Melee Accuracy. (Must choose one)
- May be used at 100% damage as a single-target attack, or 80% Damage as an AoE targetting up to three targets. (Must choose one)
- +1 Accuracy and -10% Cp cost, but deal -5% base damage. (Optional; may stack twice)
- +5% Base Damage, but lower accuracy by -1 and increase Cp cost by +10%. (Optional; may stack twice)
- Gain +1 Critical by lowering secondary effect chance by -10% (Optional; may be chosen once)

Special Action - Nature Infusion: When using this Jutsu, the user must choose a single element to infuse. Each element requires a Major Affinity in order to be chosen;

Rasen-Shuriken (Wind): Morphs Rasengan into a storm of microscopic windblades that pierce through the body. Damage is split into 6 checks. Each check has a chance of inflicting the 'Chakra Sever' effect. A target may only be effected three times per use.
Rasen-Tsunami (Water): Shifts Rasengan into a torrent of water, each droplet infused with chakra to drown the body on a cellular level. Has a chance of activating the 'Bio-Flood' effect.
Rasen-Tremor (Earth): Slams the Rasengan into the ground to turn it into a giant Rasengan Earthquake.
Splits damage into 3 checks, each with the chance of causing the 'Inner Quake' effect. A target may only be effected twice per use.
Rasen-Nova (Fire): Alters Rasengan into a fiery vortex, with a chance of causing the 'Flesh Burn' effect.
Rasen-Flash (Lightning): Charges Rasengan into an electrical tempest, splitting the damage into 4 checks, each with the chance of causing the 'Mind Shock' effect. A target may only be effected once per use.
Odama Rasengan (NE): Forsaking the elemental properties of other versions, this increases the size and damage of Rasengan. This grants it the chance of the 'Non Elemental' effect and suppression.

Rank 1 Cost: 2200 CP
Rank 2 Cost: 2750 CP

Notes:
- This Jutsu may only be used once per round, and must be used with both of the special actions.
- All versions do not require handseals, and may use Melee, Ninjutsu, or Ranged Accuracy.
- This jutsu is treated as its chosen element.
- This Jutsu may only be used three times per battle.

- 'Chakra Sever' damages the chakra system of the target, causing them to take -1% Max Cp damage per round for the remainder of battle. Stacks 5 times.
- 'Bio-Flood' causes the victim's body to become infused with water internally, causing all actions to cost +15% Cp for the remainder of battle. This may stack twice.
- 'Inner Quake' causes the bone structure of the victim to be infused with vibrating chakra, disorienting the victim upon any sudden movement. This causes the victim to have a 5% chance of failing any reflexive movements for the remainder of battle. Stacks up to three times.
- 'Flesh Burn' sears the skin of the victim, causing all attacks using melee accuracy used by them to take 10% Backlash damage for the remainder of battle. This may stack twice.
- 'Mind Shock' causes the nervous system to become destablized with electrical chakra. This increases the victims chance of auto-failing Jutsu and being auto-hit by +3%, that does not apply to caps for the remainder of battle. This may stack twice.
- 'Non-Elemental' increases this jutsu's damage by +10%. This does not apply to caps.[/spoilername]


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

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

Rank 1 Cost: 100 Cp
Master Cost: 120 Cp

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


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

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

Rank 1 Cost: 90 Cp
Master Cost: 110 Cp

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

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

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

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

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

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


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

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

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

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

Rank 1 Cost: 240 Cp
Master Cost: 300 Cp

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


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

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

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

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


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

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

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

Rank 1 Cost: 870 Cp
Master Cost: 1090 Cp

Notes:

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


[spoilername="Wind Ninjutsu"]Wind Slash - E Rank - Mastered
A technique performed with the user slashing their finger through the air at a target, creating a near-invisible crescent of wind that is capable of cutting through a target`s skin and other weaker materials.

Rank 1: The user slashes their finger to create an invisible wind crescent, dealing 285 damage at -1 accuracy. Has a 4% chance of inflicting the 'Wind Slice' effect.
Master: The user slashes their finger to create an invisible wind crescent, dealing 355 damage at -1 accuracy. Has a 6% chance of inflicting the 'Wind Slice' effect.

Special Action: By paying +20% Cp, this may be divided into two hits each dealing 80% of the damage. However, these blades cannot target the same target.

Rank 1 Cost: 100 Cp
Master Cost: 120 Cp

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


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

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

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

Rank 1 Cost: 90 Cp
Master Cost: 110 Cp

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


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

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

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

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


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

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

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

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

Rank 1 Cost: 215 Cp
Master Cost: 240 Cp

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


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

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

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

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

Rank 1 Cost: 540 Cp
Master Cost: 620 Cp

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


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

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

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

Rank 1 Cost: 405 Cp
Master Cost: 480 Cp

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


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

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

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

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


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

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

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

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

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

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

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

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

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

Rank 1 Cost: 655 Cp
Master Cost: 820 Cp

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

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

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

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

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


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

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

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

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


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

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

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

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

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



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

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

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

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


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

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

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

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

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


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

Rank 1: Targets a Taijutsu Attack at +1 Accuracy. Can be used with Taijutsu Rank E-B.
Master Rank: Targets a Taijutsu attack at +2 Accuracy. Can be used with Taijutsu Rank E-B.

Cost: 545 CP +30% the chosen Taijutsu's CP Cost.

Notes:
- Used Reactionary, only when the user is targeted by an offensive Taijutsu Attack.
- When used, the user chooses this action and sends in a taijutsu. 90% of the chosen taijutsu's total damage reduces the oncoming attack's damage by an equal amount. The chosen action used with this jutsu does not cost AP, only this technique does.
- If the user's taijutsu is stronger, leftover damage is dealt to the opponent; however if this is used on a Ranged Taijutsu Attack this only blocks the incoming damage.
- If the user uses a technique that allows for a Follow Up or Combo, that particular effect is negated.
- This can only be used once per round.


Insatiable Hunger - A Rank
A forbidden technique that causes the user's physical attack to slowly sap the life out of their targets, though the amount if high and can simply wither away the life - it would only last for a few seconds or so.

Rank 1: The users next Taijutsu Attack deals 90% Hp Damage and 10% Chakra Damage.
Rank 2: The users next Taijutsu Attack deals 85% Hp Damage and 15% Chakra Damage.

Special Action - Overwhelming Thirst: By paying an additional +0.5 AP, the user gains Hp equal to 20% of the Hp damage dealt and Cp equal to 20% of the Cp damage dealt. This can only be used once per battle.

Cost: AP cost of the Taijutsu +1; Cp cost of the jutsu +25%

Notes:
- Can be used every other round.
- Does not Stack with Any Augments or CA/BL/Kinjutsu effects that deal with Hp and Cp Damage.
- Only 1 A-Rank Buffing Taijutsu can be active at a time.[/spoilername]


[spoilername="Medical Ninjutsu"]Mystical Hand - D Rank - Mastered
A technique which concentrates chakra into the hand, capable of healing wounds when placed over them to a certain degree. A basic healing technique easily learned, but only capable of recovering light wounds.

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

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

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

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


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

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

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

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


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

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

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

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

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


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

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

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

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

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


Anesthetic Infusion - C Rank - Mastered
A Jutsu that serves as a convenient painkiller for on-the-go treatment. This technique is used by medics to numb their patient's sensitivity to pain. Depending on the strength of chakra infused into the target, this can make them oblivious to even serious wounds inflicted upon them.

Rank 1: Infuses chakra using Melee Accuracy, causing the mod to show only 85% of the target's damage taken during a round.
Master: Infuses chakra using Melee Accuracy, causing the mod to show only 75% of the target's damage taken during a round.

Rank 1 Cost: 1.5 Ap, 500 Cp, 250 Cp/Rnd
Master Cost: 1.5 Ap, 630 Cp, 320 Cp/Rnd

Notes:
- This Jutsu uses Melee Accuracy for the initial check. Lasts two rounds.
- This Jutsu is always modded as a hidden action.
- Cannot be used on self, and does not effect victim's below 40% of their Max Hp.
- While effected, the mod will not post the exact Hp or damage taken of the target during a round; a false Hp value will be shown. The actual mod information will be pm'd to the user. Actual mod information will be revealed when the victim is no longer effected.
- This has a % chance to prevent the victim from knowing if they are effected by any called shots. This chance is equal to 1/3 the user's Medical Buff.


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

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

Rank 1 Cost: 450 Cp
Master Cost: 560 Cp

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


Medical Assistant- B Rank - Mastered
A rather unique bunshin technique that creates a specialized clone not intended to assist the user in combat, but in support. This clone lacks any offensive abilities, but instead plays a supportive role by being capable of performing many Medical techniques, as well as directly restore the Hp of its targets. Plus, many medics claim it works wonders in cleaning and preparing preparing hospital wards.

Rank 1: Creates a clone with -6 of the user's Secondaries, with Hp/Cp equal to 20% of the user's Max Cp. This Clone may perform Medical Jutsu up to Level C at Rank 1. The Clone has a Medical Buff equal to 1/3 of the users.
Master: Creates a clone with -5 of the user's Secondaries, with Hp/Cp equal to 22% of the user's Max Cp. This Clone may perform Medical Jutsu up to Level C at Rank 2. The Clone has a Medical Buff equal to 1/2 of the users.

Special Action: The user may create an additional clone. However, doing so gives all clones an additional -1 secondary, treats all their jutsu one rank lower, lowers their Medical Buff by -10%, and splits the Hp/Cp equally between them.

Rank 1 Cost: 800 Cp, 400 Cp/Rnd
Master Cost: 1000 Cp, 500 Cp/Rnd

Notes:
- The clone has 1/4 of the users AP. Lowest AP can go is .5 AP.
- Once the clone runs out of Chakra, it disperses.
- Casting this jutsu while it is already active will remove the current clones from play. The Clone cannot make another Clone.


Tranquilize - B Rank - Mastered
A calming technique that uses chakra to stimulate soothing mechanisms within the mind. Originally created as a sedative, this serves a purpose in combat by granting the target clear, focused thoughts even in the midst of a high intensity battle. Alternatively, with a higher concentration this can also be used for the opposite effect to leave targets with clouded thoughts and difficulty concentrating.

Rank 1: While effected, the target's actions cost -15% CP.
Master Rank: While effected, the target's actions cost -15% CP. Auto-Fail/Miss chances are capped at 15%.

Special Action: By paying +20% CP, this may be used as a Chakra Bind at -4/-3 Accuracy. This prevents the victim from using Chakra and has an 21%/28% chance of dispelling maintained jutsu (only two may be dispelled per round). This bind is broken if the user uses more than 10% of their Max CP (during a single round) after this jutsu is used, the victim takes damage, or the user attacks the victim (they have a -3 Dodge penalty to the attack aimed at them though). The victim has a 15% chance of escape for every 2 AP they spend.

Rank 1 Cost: 800 CP, 400 CP/Rnd
Master Rank Cost: 1,000 CP, 500 CP/Rnd

Notes:
- Lasts up to two rounds.
- Uses Melee Accuracy.
- A target cannot be effected by this jutsu again for a full round after it disperses.
- While active, genjutsu effects that alter the target's caps negatively only effect the cap half as much. (A -4 Dodge Gen Debuff would usually lower their Dodge cap by -4; in this case it would only lower their dodge cap by -2 but it still remains a -4 dodge debuff.)
- This jutsu has a chance of rolling a Critical hit. In which case, the target cannot Auto-fail/Miss while effected. This has no effect if the Special Action is used.
- This effects of this jutsu are treated one rank lower if the user performs this on themselves.


Medical Ward - B Rank - Mastered
A medical technique that creates a seal of chakra, infusing it into a body. Once sealed, this glyph remains dormant until the target suffers a significant drop in their life force, at which point its healing properties activate and heal the body automatically. Often used by medics who are about to perform a critical surgery 'Just in case'.

Rank 1: Inscribes a Medical Seal upon a target. When activated, halves the damage of the next attack to hit the target with the Medical Seal and heals them for 6% Max HP + 800 HP.
Master Rank: Inscribes a Medical Seal upon a target. When activated, halves the damage of the next attack to hit the target with the Medical Seal and heals them for 7% Max HP + 1,000 HP.

Special Action: By paying +20% CP, this may create a more specific seal that only activates in the most dire cases. This version will only activate when the person with the Medical Seal falls below 0 HP; this will negate further damage and heal them to 6%/8% of their Max HP. A target may only be inflicted with this effect once per battle.

Rank 1 Cost: 880 CP
Master Rank Cost: 1,100 CP

Notes:
- Lasts until activation.
- Uses Melee Accuracy.
- A target may only be effected by 1 Medical Ward seal at a time.
- A target must be above 0 HP at the time of the seal being inscribed.
- Once activated, the seal cannot be recast upon that target for a full round.
- This seal will only activate when the victim is attacked while below -40% of their Max HP.
- This effects of this jutsu are treated one rank lower if the user performs this on themselves.
- If the user has the Strategist ability, they may utilize 2 slots to prepare this seal upon themselves prior to battle.


Mystical Force - B Rank - Mastered
An advanced Healing technique, this allows the user to heal at a stronger level than previously, though the concept behind this technique is the same, as such, this technique is able to recover the bodys internal damage, though it cannot repair any external bleeding wounds.

Rank 1: Heals 5% Max Hp + 800 Hp. This Jutsu has a 14% chance at reducing Bleeding and Called Shot penalties by 1 Level.
Master: Heals 6% Max Hp + 1000 Hp. This Jutsu has a 21% chance at reducing Bleeding and Called Shot penalties by 1 Level.

Special Action: By paying .5 Ap and the maintain cost, the user may maintain this technique. This heals 30% of the original amount, with a -7% chance at reducing Called Shots and Bleeding. This may be done up to three times per Jutsu use, and does not count as 'recasting' the Jutsu.

Rank 1 Cost: 730 Cp, 370 Cp per Special Action.
Master: 910 Cp, 460 Cp per Special Action.

Notes:
- Uses Melee Accuracy
- A target recovers -20% Hp each time this Jutsu effects them during the same round. This Stacks.
- Only one level of Called Shots and Bleeding may be reduced per use.
- This Jutsu has a chance of rolling a Critical hit. In which case, twice the amount of Hp is healed and the Bleeding/Called shot heal chance is automatic.
- This Jutsu may be used with Negative Energy. This deals unreducable damage instead of healing, and the Called shot/Bleed effect increases the victim's -next- Called Shot/Bleed chance by that amount if effected within a full round of use.
- This effects of this Jutsu are treated one rank lower if the user performs this on themselves.



Angelic Blessing
- A Rank - Mastered
A powerful, reliable healing technique that heals even the most lethal of wounds almost instantaneously. This technique, rather than simply having the users hands glow, actually causes the target themselves to glow brightly in an aura of restorative chakra.

Rank 1:
Heals 7% Max Hp + 1760 Hp. Upon initiation this also is treated as Rank 1 Coagulation and Skeletal Fortification.
Rank 2: Heals 8% Max Hp + 2200 Hp. Upon initiation this also is treated as Rank 2 Coagulation and Skeletal Fortification; these do not count towards their round limits.

Special Action: By paying .5 Ap and the maintain cost, the user may maintain this technique. This heals 25% of the original Hp amount. This may be done up to three times per Jutsu use, and does not count as 'recasting' the Jutsu.

Rank 1 Cost: 1760 Cp. 590 Cp per Special Action.
Rank 2 Cost: 2030 Cp. 680 Cp per Special Action.

Notes: Uses Melee Accuracy
- A target may only be effected by this once per round.
- This Jutsu has a chance of rolling a Critical hit. In which case, Coagulation and Skeletal Fortification effects are treated as mastered as well as applying Rank 1 System Fortification effects.
- This Jutsu may be used with Negative Energy. This deals unreducable damage instead of healing.
- This effects of this Jutsu are treated one rank lower if the user performs this on themselves.

Pristine Aura - A Rank - Mastered
An advanced medical technique that creates a large dome of restorative light. Targets of this technique are protected from many kinds of techniques, though physical and non elemental attacks prove uneffected. Nevertheless, those protected by this radiant light also benefit from having their lifeforce steadily restored.

Rank 1: Up to three targets are protected by a barrier with 3520 Hp. Each round active, those protected by the barrier regain 4% Max Hp.
Rank 2: Up to three targets are protected by a barrier with 4400 Hp. Each round active, those protected by the barrier regain 5% Max Hp.

Special Action: This Jutsu may be reflexively performed upon anyone who's Hp is lower than 40%. This may only be done once per target.

Rank 1 Cost: 2200 Cp, 1100 Cp/Rnd
Rank 2 Cost: 2750 Cp, 1380 Cp/Rnd

Notes:
- Lasts up to three rounds.
- Once used, this jutsu cannot be used again until a full round after this Jutsu's dispersal.
- Protects against Elemental attacks and Genjutsu.
- Barrier Hp may be increased with Medical Buffs.
- Each target is protected by a separate barrier; attacking one target does not lower the Hp of another's barrier.
- Those protected cannot initiate an elemental attack, Genjutsu, or use Melee Accuracy upon someone outside the barrier. Doing so removes the barrier's protective effects upon them.


Resuscitate - A Rank - Mastered
Perhaps the most potent healing techniques, this is a powerful Jutsu is able to recall a person from the brink of death, creating an intense aura around the target that both revives and protects them from immediate harm. Caution is given for use during combat; though this technique is capable of restoring a near-dead victim, it barely brings them to a conscious level; immiedite care is needed unless they risk falling back into the same state.

Rank 1: Brings an unconscious target back to 5% Max Hp and removes any poison and maintained effects upon them. Bleeding is reduced by two ranks. For a full round, the target is protected by a barrier with 3960 Hp that prevents them from taking passive Damage.
Rank 2: Brings an unconscious target back to 10% Max Hp and removes any poison and maintained effects upon them. Bleeding is reduced by three ranks. For a full round, the target is protected by a barrier with 4950 Hp that prevents them from taking passive Damage.

Special Action - Code Blue: By paying +20% Cp, this may be used reflexively to instantly apply to the target; this gains priority over any other effects. This may -ONLY- effect a target that is about to take damage that would put them past -100% Max Hp (Dead).

Rank 1 Cost: 2420 Cp
Rank 2 Cost: 3030 Cp

Notes:
- A target may only be effected by this once per battle.
- Barrier Hp may be increased by Medical Buffs. Any leftover damage that breaks the barrier will not KO the target.
- Passive damage refers to Bleeding, DoT, automatic damage, etc.
- If the target uses Melee Accuracy, they are no longer protected by the Barrier.
- This Jutsu has a chance of rolling a critical hit. In which case, all Bleed Ranks are removed and the barrier to gain +20% Base Hp.
- This Jutsu always requires full handseals; regardless of any skills or abilities the user may have (Such as channeling or one handed seals).


Regeneration - A Rank - Mastered
A Jutsu which uses chakra to heighten the bodys ability to repair itself, allowing the target to steadily recover from harm shortly after it has been inflicted. Not without its drawbacks, this unnatural regeneration speed comes at the price of shortening the targets lifespan

Rank 1: At the end of each round active, the target regains 2200 + 4% of their Max HP.
Master Rank: At the end of each round active, the target regains 2750 + 5% of their Max HP.

Special Action: Mitotic Regeneration - For an additional 20% maintain cost, when a successful called shot penalty or bleeding penalty is inflicted upon the user there is a 28%/38% chance to have the penalty negated. This may only occur 2 times per round.

Cost:
Rank 1: 2200 Cp to initiate, 1100 cp/round
Rank 2: 2750 Cp to initiate, 1375 cp/round

Notes:
- This technique cannot channel negative energy.
- Lasts up to 3 rounds.
- This jutsu cannot chakra burn, instead, it de-activates if there isn't enough CP to cover the cost.[/spoilername]


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

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

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

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


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

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

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

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


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

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

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

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


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

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

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

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

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


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

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

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


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

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

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

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


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

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

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

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


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

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

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

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

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


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

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

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

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

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

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

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

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

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


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

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

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

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


Atomic Deterioration - B Rank - Mastered
Radiation jutsu destroy chakra and impair the ability to mold it; this jutsu takes that aspect and focuses on it. By breaking down their chakra into subatomic energy and infusing it into a target, this impairs the ability of another to maintain many of their jutsu; specifically those that somehow effect or strengthen themselves.

Rank 1: Disrupts the chakra of a target, causing any self-effecting maintained effects to cost +15% Cp, as well as have a 10% chance to fail and be dispelled. Two effects may be dispelled per round.
Master: Disrupts the chakra of a target, causing any self-effecting maintained effects to cost +20% Cp, as well as have a 15% chance to fail and be dispelled. Two effects may be dispelled per round.

Special Action - Atomic Disruption: By paying +20% Cp, the user may condense the effects of this jutsu into a single burst of radiation at +1 Accuracy. This rolls 'Disruption' three times each with a 14%/21% chance of success. This special action cannot be maintained, and a target may only be successfully effected by this once per battle.

Rank 1 Cost: 800 Cp, 400 Cp/Rnd
Master Cost: 1000 Cp, 500 Cp/Rnd

Notes:
- Lasts up to three rounds, and requires a nin check each round active.
- This jutsu only targets effects that are specifically meant to effect yourself directly; such as Curse Seals, Chakra Armor, Transformations, and other self-targeted buffs. This does not effect any passive effects or non-jutsu (Except for Curse Seals).
- This jutsu makes checks against each effect separately.
- The 'Disruption' effect causes the target's most recently activated maintained effect to be dispelled.



Nuclear Discharge - B Rank - Mastered
This jutsu condenses chakra and destabilizes it into radioactive energy, before releasing it into a series of dangerous pulses that not only directly harm the body, but sears away at their chakra as well.

Rank 1: Releases 5 bursts of radioactive chakra that each deal 440 damage at -2 accuracy. Each has a 14% chance of activating the 'Chakra Burn' and 'Radiation' effects.
Master: Releases 5 bursts of radioactive chakra that each deal 525 damage at -1 accuracy. Each has a 21% chance of activating the 'Chakra Burn' and 'Radiation' effects.

Special Action: The user may pay +20% to lower the base damage by -20%, but allow it to effect two targets.
Special Action: By lowering base damage by -20%, the user may give this jutsu a 14%/21% chance of inflicting the 'Disruption' effect.

Rank 1 Cost: 875 Cp
Master Cost: 1000 Cp

Notes:
- Only 4 strikes may hit a single target.
- The 'Chakra Burn' effect causes this jutsu to deal chakra damage equal to 30% of the normal damage.
- The 'Radiation' effect allows this jutsu to bypass barriers and damage reduction.
- The 'Disruption' effect causes the target's most recently activated maintained effect to be dispelled


Inborn Mutagen - A Rank - Mastered

Rank 1: Utilizes radiation to enhance their body; all melee attacks performed by the user gain +1 Accuracy and are treated as the 'Radiation' element. Additionally, they have a 36% chance of triggering the 'Radiation' and 'Chakra Burn' effect.
Rank 2: Utilizes radiation to enhance their body; all melee attacks performed by the user gain +1 Accuracy, +5% damage, and are treated as the 'Radiation' element. Additionally, they have a 44% chance of triggering the 'Radiation' and 'Chakra Burn' effect.

Special Action: The user may maintain this jutsu an additional round past their limit, however loses -10% of their max Cp as backlash from the radioactive energy within them.

Rank 1 Cost: 2200 Cp, 1100 Cp/Rnd
Rank 2 Cost: 2750 Cp, 1380 Cp/Rnd

Notes:
- This is 'Chakra Armor'
- Lasts up to two rounds.
- Melee Damage gains 'Radiation' buffs while this is active.
- This jutsu may stack with Radioactive Glow , however the chance of 'Rad Recoil' activating would be halved.
- The 'Chakra Burn' effect causes the jutsu to deal chakra damage equal to 30% of the normal damage.
- The 'Radiation' effect allows the jutsu to bypass barriers and damage reduction.[/spoilername]

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

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

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

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


Flashbang - C-rank - Mastered
A jutsu that condenses photon chakra before rapidly releasing it all simultaneously; creating a brilliant flash of light that temporarily impairs the target's vision from the brightness.

Rank 1: Creates a flash of light that inflicts the 'Dazed' effect upon the target, and gives each of their actions a 12% chance of being afflicted by 'Radiance'.
Master: Creates a flash of light that inflicts the 'Dazed' effect upon the target, and gives each of their actions a 18% chance of being afflicted by 'Radiance'.

Special Action: By paying +20% Cp, the user may lower accuracy by -3 to allow this jutsu to effect +1 Target.

Rank 1 Cost: 500 Cp
Master Cost: 620 Cp

Notes:
- This lasts a full round
- Attacks made against the victim gain +1 Critical chance during this time.
- The 'Dazed' effect causes all actions against the victim to have a 10% chance of auto-hitting, and all actions used by the victim to have a 10% chance to auto-miss. This lasts a full round.
- The 'Radiance' effect prevents the victim from choosing a specific target. This only applies if the action was not targeting themselves.


Clandestine Concealment - B-rank
A high level technique that allows the user to take the knowledge of photon chakra, and convert it into an effect that completely refracts and distorts light in such a way that it renders the targetted object Invisible to sight. This is unable to cloak larger things, such as people...but it is perfect for hiding away equipment and confusing others.

Rank 1: Effects a target at +1 Accuracy. Item based actions cost +.1 Ap and have a 20% chance to fail.
Master: Effects a target at +2 Accuracy. Item based actions cost +.1 Ap and have a 25% chance to fail.

Special Action - Phantom Strike: By paying +20% Cp, the user may choose to use this jutsu to make their own equipped weapon invisible. All attacks with this weapon have a 7%/10%/14% chance of being considered a sneak attack, and disarm attempts made against it have -2 Accuracy and a 20%/25%/30% chance of failing. If used while duelwielding, the user may split this bonus between both the weapons equally.

Rank 1 Cost: 800 Cp, 400 Cp/Rnd
Master Cost: 1000 Cp, 500 Cp/Rnd

Notes:
- Last up to 2 rounds, requiring a Nin check each round.
- The 'Fail chance' of this jutsu is rolled separately from other auto-fail type effects.
- This applies to all item-based actions, such as equipping, using items, or using jutsu that involve items.
- This does not effect weapons


Radiant Shatter - B Rank - Mastered
Photon jutsu are perhaps some of the fastest types of jutsu; and this skill is no different. Upon seeing a target prepare a jutsu of their own, the user releases a rapid burst of shining chakra to interfere with the target with precise timing, messing up their Jutsu mid-process with dangerous results more often than not.

Rank 1: Allows the user to interfere with any Jutsu using handseals. This rolls a Ninjutsu check against the the target. If successful, the target takes 'Backlash Damage' and the Jutsu is treated one rank lower, with a 21% chance of being canceled entirely.
Master: Allows the user to interfere with any Jutsu using handseals. This rolls a Ninjutsu check against the the target with the user having a +1 Bonus. If successful, the target takes 'Backlash Damage' and the Jutsu is treated one rank lower, with a 28% chance of being canceled entirely.

Cost: Ap of the targeted attack, Cp of the targeted attack +20%.

Notes:
- This jutsu may only be used reflexively, and can only be used against Jutsu using Handseals.
- A target may only be effected by this Jutsu once per round.
- This does not effect Lvl S Jutsu.
- When used, this makes a Nin check between the user and the target.
- 'Backlash Damage' causes the victim to take 1% Max Hp damage per Jutsu levels E-A.[/spoilername]


[spoilername="Poison Ninjutsu"]Poison Extraction - C Rank - Mastered
A technique that allows the user to infuse their chakra into another at which point it "absorbs" the effects of a poison. From there, the chakra/poison may be extracted from the body in the form of a gaseous poison encased in a thin solid layer of chakra.

Rank 1: Allows the user to remove a Weak poison from a target.
Master: Allows the user to remove any single poison from a target.

Special Action: For 1 Ap, the user may use any poison extracted during the battle, retaining its same strength. This may only be used with a poison removed with this jutsu, and may only be used once per extraction. This has the same effect that the poison has, but uses the users Ninjutsu/Ranged Accuracy instead of its Poison DC. If this poison stacks, using it this way is treated as a full stack.

Rank 1 Cost: 450 Cp
Master Cost: 680 Cp

Notes:
- This Jutsu uses melee accuracy on the effected target (Unless it is themself or an ally)
- This may be used on any poison, including Bl/CA poison or Jutsu poison.
- This checks the user's Nin Accuracy against the DC of the poison (Including any poison buffs the poison may have), if successful the poison is extracted from the target.
- When a poison is removed, the target gains +3 resistance against that poison for the remainder of the battle (Does not stack), and cannot be effected by it for a full round after use.
- The user retains any extracted poison as an item for the rest of the battle. Extracted poison may be used with the special action.


Toxic Channeling - C Rank - Mastered
The Poison affinity allows the user to corrupt their chakra to the point where it has dangerous effects upon the body; this technique is no different. Using a weapon as a medium, this coats an object with thick chakra to the point where the chakra manifests as a seeping poison dripping from the weapon.

Rank 1: Coats the user's weapon with poisonous chakra that has the effects of a single weak poison, and has +2 Poison DC.
Master: Coats the user's weapon with poisonous chakra that has the effects of a single weak poison, though is treated as a strong poison, and has +2 Poison DC.

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

Notes:

- Lasts up to three rounds.
- This must be used with a weapon, and may only apply to one weapon at a time.
- The user may choose any Injury poison in their inventory; but only one may be chosen per use.
- The weapon used with this jutsu gains Poison damage buffs.

Poisons
Wraith's Dream
Twilight Venom


Immunity Break - B Rank - Mastered
A technique that creates a cloud of chakra, which, though not poisonous in itself, is absorbed into the body of the victim and weakens their immunities to other poisonous effects.

Rank 1: Effects two targets at +1 Accuracy. Those effected suffer -2 Poison Resistance.
Master: Effects two targets at +1 Accuracy. Those effected suffer -3 Poison Resistance.

Special Action: By paying +20% Cp and lowering the accuracy by 2, the user may add an additional target to this jutsu.

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

Notes:
- Lasts up to three rounds, and requires a Nin Check each round active.
- This does not stack, reusing it upon a target resets the timer.
- Those effected may also be effected with one additional poison that does not apply to their Poison Slots.


Venom Strike - B Rank -
A technique that coats the user's hand, or rather fingertips, in venomous chakra. This appears as if the user has glowing claws that cut through the target, from that point the poisonous chakra directly seeping into the wound of the target. Poison from this technique prevents the wound from healing normally, and heightens the loss of blood.

Rank 1: Strikes at +2 Accuracy, dealing 1800 damage. This has a 21% chance of inflicting bleeding.
Master: Strikes at +2 Accuracy, dealing 2250 damage. This has a 28% chance of inflicting bleeding.

Rank 1 Cost: 580 Cp
Master Cost: 730 Cp

Notes:
- This attack uses melee accuracy
- If this Jutsu inflicts Bleeding, the victim also takes +20% Bleed Damage the following round. Attempts at reducing Bleeding have a 50% chance of failing until then.


Toxic Curse - B Rank - Mastered
A technique that changes the users chakra into a poison that doesn't harm or impair normal systems of the body...but has a particularly crippling effect of the chakra system. This poison impairs the use and control of chakra.

Rank 1: Creates a cloud of poison that effects a target. Each round effected, the victim suffers +15% Cp costs and has two 14% chances to suffer the 'Disruption' effect.
Master: Creates a cloud of poison that effects a target. Each round effected, the victim suffers +20% Cp costs and has two 21% chances to suffer the 'Disruption' effect.

Rank 1 Cost: 730 Cp, 370 Cp/Rnd
Master Cost: 910 Cp, 460 Cp/Rnd

Notes:
- Lasts up to three rounds, and requires a Nin Check each round active.
- This may use Ninjutsu or Melee Accuracy
- The 'Disruption' effect randomly dispels a single maintained jutsu active on the victim, and prevents it from being recast for a full round. If a Clone/Creation activates this effect, it is dispersed.
- This Jutsu receives Ninjutsu and Poison buffs and debuffs (Such as Poison DC increasing its accuracy, and the victim's resistance buffs increasing their dodge)
- Counts as a Poison.


Touch of the Accursed - A Rank -
A fearsome poison technique that infuses poisonous chakra directly within the body of another. This poison is highly lethal and painful, and causes the victim bleed from all orifices, their eyes, and even skin as the poison seeps within their body. This poisonous jutsu is not only excruciatingly painful, but highly contagious and may with simple contact or being near the victim.

Rank 1: Poisons the initial target using -2 Melee Accuracy. Those effected by this poison suffer +20% Bleeding Damage, and have their Bleed level increased by 1 each round effected. Those effected also have a 20% chance to 'infect' others in battle. A victim remains 'Infected' with this poison for two full rounds.
Rank 2: Poisons the initial target using -1 Melee Accuracy. Those effected by this poison suffer +30% Bleeding Damage, and have their Bleed level increased by 1 each round effected. Those effected also have a 28% chance to 'infect' others in battle. A victim remains 'Infected' with this poison for two full rounds.

Rank 1 Cost: 2640 Cp
Rank 2 Cost: 3030 Cp

Notes:

- This Jutsu uses melee accuracy for the initial strike; there is no poison check to infect the victim.
- The user cannot be infected by their own jutsu, however a victim may be reinfected by the Jutsu.
- This jutsu's poison may infect others. If an infected victim makes melee contact (Melee Acc used by or against them) with another target, the non-infected victim checks their Poison Resistance against the Poison DC of this Jutsu.
- While poisoned by this jutsu, any attempts at reducing the victim's Bleed Rank has a 30% chance of failing. Failed attempts deal 1/3 Bleed damage to the victim.
- This Jutsu counts as a Heavy Poison.


Black Fog - A Rank -
A technique that creates a cloud of poisonous chakra. Unlike other Jutsu, this technique does not produce a particularly lethal or dangerous gas, but rather one that knocks out any who inhale this gaseous jutsu. The effects are almost instant, and allow the user to subdue multiple enemies very quickly. The downside to this is that this sleep is very light, and interacting with the victim awakens them easily.

Rank 1: Releases a cloud of sleeping gas that binds a target at -1 Accuracy. The victim suffers -4% Max Hp each round bound.
Rank 2: Releases a cloud of sleeping gas that binds a target. The victim suffers -6% Max Hp each round bound.

Special Action: By paying +15% Cp, the user may spread the poisonous mist to target +1 target. Doing so spreads the poison, and gives this jutsu a -2 Accuracy penalty to all checks and 1% less Max Hp damage. This may be done twice.

Rank 1 Cost: 1760 Cp, 880 Cp/Rnd
Rank 2 Cost: 2030 Cp, 1010 Cp/Rnd

Notes:
- While bound, the victim cannot perform any action other than attempt to escape.
- The victim has a 15% chance to escape per 2.5 Ap spent.
- The bind is broken if the victim takes damage, or the user attacks the victim. (They have a -3 Dodge penalty to the attack aimed at them though)
- If the user takes more than 10% of their Max Hp in damage during a round, the bind is dispersed.
- If the user uses more than 10% of their Max Cp during a round, the bind is dispersed.
- This Jutsu always requires full handseals; regardless of any skills or abilities the user may have (Such as channeling or one handed seals).
- This Jutsu receives Ninjutsu and Poison buffs and debuffs (Such as Poison DC increasing its accuracy, and the victim's resistance buffs increasing their dodge)
- Counts as a Poison.


Toxic Conversion - A Rank
A technique that counteracts poisons within the user's body by changing their own chakra into the poisonous element; not only allowing their chakra to absorb the poison within themself, but actually draw strength from it. This converts what was once a dangerous curse into a powerful blessing; but not without its drawbacks. While active, the poisonous chakra within them slowly breaks down their body's vitality.

Rank 1: Charges the user's body with charka, checking the user's Ninjutsu Accuracy against all poison effecting them.
Rank 2: Charges the user's body with charka, checking the user's Ninjutsu Accuracy against all poison effecting them, with the user having a +2 bonus.

Special Action: The user may choose to reverse any poison resisted with this jutsu into a 'Buff'. This resets the poisons duration and the poison effects are reversed into an equal buff with the same duration. If it is not a debuff and incapable of being reversed, such as lullaby powder, then it cannot be chosen. Once a 'reversed' poison is dispelled, the user suffers a -3 penalty against that poison for the remainder of battle.

Cost: 1% Max Cp per poison resisted. +1% Max Hp per poison 'reversed'

Notes:
- May only be used once per battle.
- Only 1 poison of each strength may be reversed, meaning it is capable of reversing 1 Weak, 1 Strong, and 1 Heavy poison. If a strength is not listed in a poison (Such as many poison Jutsu), '~unlisted~' is treated as its strength.[/spoilername]
 
[spoilername="Offensive Taijutsu"]Uncalled For Shot - E-rank - Mastered
A dirty strike in which the user strikes quickly snapping a kick between the legs of a target.

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

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

Notes:
- This does not stack

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

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

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

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

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


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

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

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


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

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

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

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


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

Rank 1: 16 Strikes at +2 Accuracy and +1 Critical dealing 80 Damage each.
Rank 2: 16 Strikes at +2 Accuracy and +2 Critical dealing 100 Damage each.

Rank 1 Cost: 520 Cp
Rank 2 Cost: 680 Cp


Primary Lotus - B Rank - Mastered
One of the most dangerous combinations known to any fighter. A fearsome kick to skyrocket the target into the air followed by a spinning death drop back to the ground.

Rank 1: 2 Strikes at -2 Accuracy dealing 825 Damage each.
Rank 2: 2 Strikes at -2 Accuracy dealing 1,015 Damage each.

Rank 1 Cost: 600 Cp
Rank 2 Cost: 735 Cp

Notes:
- If the first strike is a Full Hit, this has a 18%/24% chance to give the target -2 Dodge to the second strike.
- If the second strike is a Full Hit, the target has a 21%/28% chance to be stunned, causing them to lose 1.5 Ap. This counts as Suppression.


Fist of Virtue - A Rank
A legendary technique utilizing the user`s soul and their chakra in a mystical combination. Results may vary pending the user`s heart.

Rank 1: 1 Strike at Normal Accuracy dealing 3,300 Damage.
Rank 2: 1 Strike at Normal Accuracy dealing 4,125 Damage.

Special Action: By paying an additional +20% Cp/Hp, the user may choose a single effect:
- Chastity: This technique gains +5% Base Damage for every Called Shot penalty the the user has afflicting them. (Ex: Sprained Leg = 5%, but Fractured Leg = 10%) Stacking up to +20%
- Temperance: This technique may be modded as a Hidden Action and will not remove the user from Stealth.
- Charity: This technique may be used to heal instead of harm. The user may choose to heal either Cp or Hp. This may not be use on one's self.
- Diligence: A partial hit from this technique is considered a full hit. A miss from this technique may be re-rolled at -2 Accuracy.
- Patience: This technique may be charged by paying +0.25ap up to 2 times. Each charge gives this technique +5% Base damage and +1 Accuracy.
- Kindness: This technique bypasses all Barriers and Damage Reduction. A barrier that is bypassed is not destroyed by this technique. May not be used against barriers that have the intended target bound and unable to move.
- Humility: This technique may be used reactionary to counter an oncoming attack. The damage from this technique reduces the oncoming damage by the same amount. If an attack is not fully canceled out, the remaining damage attempts to strike the intended target like normal.

Rank 1 Cost: 825 Cp and Hp
Rank 2 Cost: 1,030 Cp and Hp

Notes:
- This technique may only be used once per round.
- - If a Special Action is chosen, this technique is considered Holy.


Fist of Sin - A Rank
A legendary technique that infuses not only the user's chakra but their soul into their attack. Results may vary depending on the user.

Rank 1: 1 Strike at normal Accuracy dealing 3,300 Damage.
Rank 2: 1 Strike at normal Accuracy dealing 4,125 Damage.

Special Action: By paying an additional +20% Cp/Hp, the user may choose a single effect:
- Wrath: For an additional +1 AP, the user may add an additional strike. Both strikes hit at -2 Accuracy. These can strikes can not be criticals and may only be buffed up to +30% Damage. May only be used once per battle.
- Greed: By paying an additional +0.5 AP, the user may have another Taijutsu follow this one up instantly at +20% Cp.
- Sloth: By lowering the Base Damage of this technique by 20%, this technique may target up to 3 targets.
- Envy: By paying an additional +20% Cp/Hp, this technique may be used reactionary to attack the same opponent that is targeting the user.
- Pride: If the user's HP is lower then the target's, this technique gains +10% Base Damage.
- Lust: This technique may be used as a Called Shot.
- Gluttony: This technique may be used reactionary to block incoming damage up to 3,300/4,125 damage against a single technique. The user may choose what rank jutsu they would like to block. If the user takes damage exceeding the amount that this technique blocks, the remaining damage automatically hits the user. If a technique is fully blocked and this can still block additional damage, the users gains Hp equal to half of the remaining.

Rank 1 Cost: 825 Cp and Hp
Rank 2 Cost: 1,030 Cp and Hp

Notes:
- If a Special Action is chosen, this technique is considered Evil.
- This technique may only be used once per round.[/spoilername]

hajimeru%2B-%2B01.jpg

[spoilername="Bloodline Jutsu"] Byakugan - Activated Passive</U><i></i>
The most basic, yet also the key to the rest of the bloodline, the Byakugan is the famous Doujutsu of the Hyuuga clan. This ability is only able to be used by the Hyuuga due to the number of chakra lines in their eyes region. Pouring chakra into these chakra lines enhances their visions, allowing them to see for hundreds, sometimes thousands of meters around, and grants them the ability to see all forms of chakra, and the chakra system of those around them.

Rank 1: +1 Accuracy/Dodge, 500 meter visual range.
Rank 2: +2 Accuracy/Dodge, 1000 meter visual range.
Rank 3: +3 Accuracy/Dodge, 2000 meter visual range.

Costs:
Rank 1: 1AP; 300 chakra to initiate, 140/round to maintain
Rank 2: 1AP; 600 chakra to initiate, 290/round to maintain
Rank 3: 1AP; 900 chakra to initiate, 430/round to maintain

--

Gentle Fist - Passive</U><i></i>
The taijutsu style used by the Hyuuga is an odd one, and through their training they have incorporated their skill into all sorts of Taijutsu, the Hyuuga learning to not so much use brute strength, but instead rely on the softest touch, accuracy over power. Though one should be wary, the strength of their attacks does not come from their pokes and jabs, but the strength comes in the form of chakra blasts. Â Due to this the Hyuuga minimize the expenditure on any and all taijutsu, both physical and chakra based.

Rank 1: -5% Chakra cost on Unarmed Taijutsu
Rank 2: -10% Chakra cost on Unarmed Taijutsu
Rank 3: -15% Chakra cost on Unarmed Taijutsu

--

360 Degree Vision - Passive<i></i>
The Byakugan grants the user vision to such a large area and grants them clarity those outside of the clan can hardly imagine. Because of their Extraordinary Eye's, they are constantly watching all around them, and capable of seeing anything coming from literally a mile away. Because of this, the Hyuuga are able to avoid attacks far more efficiently than others, and have been said to be untouchable in melee combat, the true geniuses of Taijutsu.

Rank 1: 6% Auto dodge to all attacks.
Rank 2: 8% Auto dodge to all attacks.
Rank 3: 10% Auto dodge to all attacks.

--

Jyuuken Stance - Hyuuga Special Style<i></i>
The centerpiece of the Hyuuga fighting style. The Jyuuken stance opens the chakra points, allowing the Hyuuga to funnel their chakra infused taps through their hands and feet, creating the power that their style physically lacks. It is this lethal combination formed by their speed and accuracy that makes the Hyuuga the feared and renowned bloodline that it is, living up to the legend of them defeating the most skilled opponents with the slightest of touches.

Rank 1: The user's unarmed attacks only deal 80% Damage, but they gain +1 Accuracy and +1 Critical, and have a 40% chance to cause internal bleeding. Unarmed Called Shots gain a +4% Chance of success.
Rank 2: The user's unarmed attacks only deal 85% Damage, but they gain +1.5 Accuracy and +1 Critical, and have a 55% chance to cause internal bleeding. Unarmed Called Shots gain a +6% Chance of success.
Rank 3: The user's unarmed attacks only deal 90% Damage, but they gain +2 Accuracy and +1 Critical, and have a 70% chance to cause internal bleeding. Unarmed Called Shots gain a +8% Chance of success.

Notes:
- This style can only be used while unarmed.
- All CP costs are increased by 10% while active
- The initial chance to cause Internal Bleeding is only to see if the attack has the chance to cause bleeding. The normal Bleeding chance must still be successful to cause bleeding.
- Internal Bleeding has the same effects as normal Bleeding, though take's twice as long to heal. (ie: The user must heal each rank twice before reducing their Bleed Level)

--

Gentle Step Twin Lion Fist - Secret Clan Taijutsu<i></i>
A Technique able to be performed only by the Hyuuga, the Hyuuga performs this technique by gathering chakra into their fists. The Hyuuga then gracefully spins towards their target to strike them in their chest, sending a burst of chakra into them in the shape of Spectral lion heads around their fists. The sudden jolt of chakra impacting upon the Target's center line is often enough to stun their reflexes and cause most opponents to flinch.

Rank 1: The Hyuuga spins, striking their opponent and dealing 620 Damage at +2 Accuracy. This has a 40% chance to cause -1 Accuracy/Dodge.
Rank 2: The Hyuuga spins, striking their opponent and dealing 910 Damage at +2 Accuracy. This has a 55% chance to cause -1 Accuracy/Dodge.
Rank 3: The Hyuuga spins, striking their opponent and dealing 1,110 Damage at +3 Accuracy. This has a 70% chance to cause -1 Accuracy/Dodge.

Costs:
Rank 1: 210 Cp, 1.25 Ap
Rank 2: 300 Cp, 1.75 Ap
Rank 3: 385 Cp, 1.75 Ap

Notes:
- Secondary debuff's last two rounds, and stack up to -2 Accuracy and Dodge.

--

Eight Trigrams Tenketsu Strikes - Chakra Circulatory Assault<i></i>
The most famous technique of the Hyuuga and their signature skill, these strikes are Somewhat of an offensive/defensive move that sends an electromagnetic blast of chakra outwards to damage and push back enemies. With each strike, the Hyuuga targets tiny chakra points in the target's body, and with each precise strike seals more and more of the victim's chakra. The Hyuuga are able to tap these tiny targets with such precision that the target may not even now what hit them should they not be on the top of their game, and end up with their chakra sealed.


Rank 1: The user Strikes four times, starting with 30 Physical Damage, 0.25% Chakra Damage, this amount is doubled for each successful attack.
Rank 2: The user Strikes six times, starting with 30 Physical Damage, 0.25% Chakra Damage, this amount is doubled for each successful attack.
Rank 3: The user Strikes eight times, starting with 30 Physical Damage, 0.25% Chakra Damage, this amount is doubled for each successful attack.

Cost: 1.5 AP, 80 Chakra * number of attack per attack (so 160 for the second strike 240 for the third so on and so on)

Notes:
- Partial hits are treated as full hits.
- The user cannot attack points which have already been sealed.
- Chakra damage reduces the victim's Max Cp for the remainder of the battle.
- If the attack misses, that level of the attack must be performed again to move on to the next. The user starts from the point where they missed previously.
- Each attack represents the tenketsu palm strikes, the first being 2, then 4, 8, 16, 32, 64, 128, 256. 8 attacks, each doubling the previous ones damages.

--

Kaiten - Eight Trigrams Palm Rotation<i></i>
The ultimate defense of the Hyuuga clan, the Kaiten is a technique in which the Hyuuga spins around at high speed denying any opponent to trace the blind spot in their defence. This technique shows the true control the Hyuuga have over their chakra, and with each rotation, the Hyuuga releases chakra from all points in their body, creating a repulsive barrier. This jutsu takes a high toll on the user however and though it's highly regarded for its defensive abilities the Hyuuga hold back on its use.

Rank 1: User autoblocks 40% of incoming physical damage, while attacking up to two targets with two Basic Strikes at +1 Accuracy. The user receives a -3 dodge debuff for a full round after use.
Rank 2: User autoblocks 55% of incoming physical damage, while attacking up to two targets with two Basic Strikes at +1.5 Accuracy. The user receives a -2 dodge debuff for a full round after use.
Rank 3: User autoblocks 65% of incoming physical damage, while attacking up to two targets with two Basic Strikes at +2 Accuracy. The user receives a -1 dodge debuff for a full round after use.

Costs:
Rank 1: 750Cp, 325Cp/rnd, 2.25 AP
Rank 2: 750Cp, 325Cp/rnd, 2.25 AP
Rank 3: 750Cp, 325Cp/rnd, 2.25 AP

Notes:
- Autoblocked attacks do hot receive a chance to strike the user with any secondary effects.
- This technique may be used reflexively.
- This technique may be maintained. While this technique is maintained the user cannot move or attack.
- Each round maintained the user may attempt to strike up to 2 targets with Basic Strikes.

--

Air Palm - Eight Trigrams Ranged Taijutsu<i></i>
Another technique showing the Hyuuga's adept chakra control, this technique is used by the advanced Hyuuga, Taking their control of chakra to the next level. Using their hand speed and control of their chakra pores, The Hyuuga are able to release a large quantity of chakra quickly from the pores in their hands and then in a movement just as graceful as their Jyuuken stances, shoot it towards their opponent.

Rank 1: Releases a burst of chakra that deals 1,350 Damage at +2 Accuracy that pushes the target 14 feet away.
Rank 2: Releases a burst of chakra that deals 1,650 Damage at +3 Accuracy that pushes the target 17 feet away.
Rank 3: Releases a burst of chakra that deals 1,950 Damage at +4 Accuracy that pushes the target 20 feet away.

Costs:
Rank 1: 490 Cp; 2.25 Ap
Rank 2: 600 Cp; 2.25 Ap
Rank 3: 710 Cp; 2.25 Ap

--

Jyuuketsu Combo - Hyuuga Unarmed Combo<i></i>
One of the most skilled techniques in the Hyuuga's arsenal, this is a fluid combination technique that enables the Hyuuga to strike using the speed of the Tenketsu strikes, and combining it with the attacking power of the Jyuuken. The outcome is lethal, and if it does not bring the opponent down normally, it surely will leave them in aches and pains...and without energy.

Rank 1: The Hyuuga Assaults a target with a barrage of Jyuuken strikes, attacking them 5 times each dealing 330 Damage at -2 Accuracy.
Rank 2: The Hyuuga Assaults a target with a barrage of Jyuuken strikes, attacking them 5 times each dealing 390 Damage at -1 Accuracy.
Rank 3: The Hyuuga Assaults a target with a barrage of Jyuuken strikes, attacking them 5 times each dealing 450 Damage.

Costs:
Rank 1: 600 Cp; 2.25 Ap
Rank 2: 710 Cp; 2.25 Ap
Rank 3: 820 Cp; 2.25 Ap

Notes:
- Target takes Cp Damage equal to Half the damage done by this technique. This Cp reduces the max Cp of the victim and cannot be recovered.
--

Eight Gates Assault - Chakra Circulatory Shock Technique<i></i>
Perhaps one of the deadliest techniques available to the Hyuuga, this technique fully utilizes their knowledge of the chakra system to utterly destroy the target from the inside out. Through skilled Jyuuken use, the Hyuuga are able to manipulate and strike the many tenketsu within the body. This skill involves the Hyuuga directly striking large bundles of tenketsu valves which regulate the flow of chakra; The Eight Gates. Striking these valves with their Jyuuken, the Hyuuga releases a burst of chakra which forcibly shocks the victim's Chakra system into releasing their flow of chakra within their body. Normally this would not do much more harm than an average tenketsu strike...But when used on a target that has had their Tenketsu Sealed, this sudden flow of chakra creates a dangerous backfire that harms the user from the inside.

Rank 1: The user palm strikes the chakra system of the target, sending a burst of chakra that shocks the system and deals 2,475 Damage to the target at -3 Accuracy. The victim takes Cp damage equal to 15% of the total damage dealt.
Rank 2: The user palm strikes the chakra system of the target, sending a burst of chakra that shocks the system and deals 3,795 Damage to the target at -3 Accuracy. The victim takes Cp damage equal to 20% of the total damage dealt.
Rank 3: The user palm strikes the chakra system of the target, sending a burst of chakra that shocks the system and deals 4,620 Damage to the target at -3 Accuracy. The victim takes Cp damage equal to 25% of the total damage dealt.

Costs:
Rank 1: 900 Cp; 2.25 Ap
Rank 2: 1,900 Cp; 2.75 Ap
Rank 3: 2,310 Cp; 2.75 Ap

Notes:
- This can only be performed on a target that has been successfully struck by all 8 Tenketsu Strikes.
- Can only be used once per opponent Successfully.
- Damage from this technique cannot be Reduced.
- A Partial Hit is treated as a Full Hit.[/spoilername]


[spoilername="Hakumei"]
Byakugan Transplant said:
[fontsize="12"]<U>Byakugan Transplant Notes:[/fontsize]
  • [fontsize="12"]
  • This Kinjutsu is special for the fact there are two different effects; One for normal people, and one for Hyuuga. Normally, those gain the normal "Byakugan Transplant" Kinjutsu upon applying for this Kinjutsu. Hyuuga, however, gain the "Hakumei Byakugan" Ability assuming they have Maxed out their Bloodline.
  • All Byakugan Transplant Techniques cost -10% Cp if used by Hyuuga.
  • One may be an Uchiha/Tsuchimikado and apply for a Byakugan Implant at the cost halving the buff of their original doujutsu (Activated eye passive).[/fontsize]

[fontsize="12"]Hakumei Byakugan
HB.jpg

Sharing common ancestry to the Sharingan, the Byakugan also has the ability to grow in strength and achieve new levels once a Hyuuga has been blessed with the eyes of a fellow Hyuuga Clansmember. However, unlike the Sharingan, the Hyuuga do not suffer impaired eyesight that comes from overuse of their more stronger techniques over the course of their lifetime, and as such, have no need to transplant the eyes of another Hyuuga. As such, the "Transient White Eyes" have remained a secret Doujutsu nearly forgotten to the Hyuuga clan, let alone the outsiders. However, should the Hyuuga implant the Byakugan of another, their eye abilities increase indefinitely, no longer requiring activation. The Hakumei Byakugan is constantly active and truly all seeing, and no longer enlarges the veins in the face of the Hyuuga, but instead, constantly glow with a bright white aura of chakra.

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

<U>Effects:
- The Hyuuga's Byakugan has evolved into the Hakumei Byakugan, and is now constantly Active.
- Their Visual Range is increased to 2500 Meters at all times increasing their skill to avoid any and all techniques by bestowing +10% Auto Dodge upon them.[/fontsize]

[fontsize="12"]Scan - C-Rank Ninjutsu - Mastered
BS.jpg

The Byakugan possesses the ability to see all within a certain radius, nothing being able to escape its wide field of vision. However...this visual sensory is beyond the processing of a normal human's mind, and naturally, anyone but a Hyuuga would find that their visual range is shortened significantly. Using this however, one can focus and block out other senses and concentrate purely on their Byakugan sight, temporarily increasing the distance of their sensory range and enable to pin point their targets through their chakra view.

Information
Prerequisites
Hakumei/Byakugan Transplant, C-Rank
Rank 1: User take's -4 dodge for the round. Visual range increases by 400 Meters and All Stealth and Genjutsu Checks are rerolled with +2.5 Awareness/Gen Save applied to the user. In addition, the user has a 35% chance to Automatically become aware of all In Stealth mode prior to any stealth checks.
Master Rank: User take's -3 dodge for the round. Visual range increases by 500 Meters and All Stealth and Genjutsu Checks are rerolled with +3 Awareness/Gen Save applied to the user. In addition, the user has a 50% chance to Automatically become aware of all In Stealth mode prior to any stealth checks.

Note:
- All effects last one round, and this may only be used once per round.
- All of the user's Stealth and Genjutsu checks are automatically rerolled the round this has been used. Only the user will become aware of any successful checks.

Cost: 520 Cp to initiate[/fontsize]

[fontsize="12"]Eight Trigrams Acupuncture - C-Rank NinTaijutsu - Mastered
acu.jpg

A technique that was initially created to imitate the Hyuuga's high speed Tenketsu pokes, the result produced a different effect altogether. Instead of striking the chakra system of a target, this technique allows the user to shoot multiple thin lines of chakra to an area around them, accurate enough to strike even the smallest of targets and pierce them in a rain of tiny chakra needles.

Information
Prerequisites
Hakumei/Byakugan Transplant, C-Rank
Rank 1: All within 12 feet of the user the user make checks against 7 needles, dealing 250 piercing damage at +2 Accuracy.
Master Rank: All within 15 feet of the user make checks against 8 needles, dealing 300 piercing damage at +2 Accuracy.

Note:
- This is a Non-elemental Ninjutsu that does not require handseals and uses melee accuracy.
- User must have Byakugan Transplant Active, or have the Hakumei Byakugan.
- A target can only be hit by 6 Needles per use.
- If the user uses this technique multiple times in a row, each use is modded as if one attack, though they still must pay all costs normally. Cp costs use the maintain cost.

Rank 1 Cost: 2 Ap, 500 Cp to initiate, 330 Cp to maintain.
Master Rank Cost: 2 Ap, 600 Cp to initiate, 400 Cp to maintain.[/fontsize]

[fontsize="12"]Heaven's Dance of Hazy White - B-Rank Unarmed Taijutsu Mastered
HDHW.jpg

A technique gained through many attempts of perfecting the Jyuuken, those who devote many rigorous hours of training tend to find that they just can't quiet get how the Hyuuga manage to infuse bursts of chakra into each jab. Unable to accept their hard work has been for nothing, these Hyuuga-wannabe's often find themselves on a new path that turns their training into a different technique. This technique surrounds the user's hands in a glowing white chakra coating, and strikes the opponent multiple times, each one sending a shock throughout the targets body that can stop most opponents in their tracks.

Information
Prerequisites
Hakumei/Byakugan Transplant, B-Rank Emulated Jyuuken, Eight trigrams Acupuncture mastered.

Rank 1: The user strikes 5 times, each hit dealing 270 Damage at +2 Accuracy. Each strike has a +3% chance to cause suppression. These strikes bypasses up to 5% Damage Reduction.
Rank 2: The user strikes 5 times, each hit dealing 330 Damage at +3 Accuracy. Each strike has a +4% chance to cause suppression. These strikes bypasses up to 10% Damage Reduction.

Rank 1 Cost: 490 Cp
Rank 2 Cost: 600 Cp

Notes:
- This receives both unarmed taijutsu, and ninjutsu buffs.
- This may only be used in the Emulated Jyuuken style, or Jyuuken Style
- The user must have Byakugan Transplant Active, or have the Hakumei Byakugan.
- If the user uses this technique multiple times in a row, they gain an additional +1 Dodge after every use stacking up to +3 until the end of the round.[/fontsize]

[fontsize="12"]Eight Trigrams Heavenly Guard - A-Rank NinTaijutsu - Mastered
ETG.jpg

Perhaps the ultimate form of this style of Jyuuken, this technique is one of several which bear the title "The Ultimate Defense". After mastering the use of infusing chakra into each and every strike, mastering the technique of molding it into needles shot from the palm, these shinobi can learn to manipulate the length and arc of the needles. During this technique, the user waves their arms with the speed of the Hyuuga and become a blur, striking out at a large area around them that protects themselves and allies while preventing any outside force from entering. Though this technique cannot be destroyed due to the user constantly creating new threads of chakra, this is unlike other defensive techniques, and requires the user to remain in constant motion, giving them no time to rest.

Information
Prerequisites
Hakumei/Byakugan Transplant, A-Rank, Heaven's Dance of Hazy White Mastered.

Rank 1: The user creates a barrier of arcing chakra beams, shielding a 20 foot Radius around them. This blocks 1250 Damage per attack aimed into this area, and strikes 10 times, each dealing 260 damage at +3 Accuracy to opponents within the area.
Rank 2: The user creates a barrier of arcing chakra beams, shielding a 25 foot Radius around them. This blocks 1560 Damage per attack aimed into this area, and strikes 10 times, each dealing 330 damage at +3 Accuracy to opponents within the area.

Note:
- This is a Non-elemental Ninjutsu that does not use handseals and uses melee accuracy.
- User must have Byakugan Transplant Active, or have the Hakumei Byakugan.
- User cannot move while this technique is maintained, and cannot perform any other action, or the dome is dispelled.
- The Damage dealt receives both unarmed taijutsu, and ninjutsu buffs. Damage Blocked cannot be buffed.
- If the user uses this technique multiple times in a row, successive uses use the maintain Cp cost.
- Unlike other "Barriers", this technique is not dispelled once broken unless the user takes damage equal to 15% their Max Hp in the period of one use.

Rank 1 Cost: 3 Ap, 2240 Cp, 1500 Cp per use maintained.
Rank 2 Cost: 3 Ap, 2800 Cp, 1870 Cp per use maintained.[/fontsize]

[fontsize="12"]Eight Trigrams Divination Seal - S-Rank Ninjutsu Mastered
BTDS.jpg

The secret trump card to all Byakugan user's, a technique that brings forth the icon of their training; The Symbol of the Eight trigrams. This Ninjutsu infuses the chakra of the user into the ground upon sinking into their style of Jyuuken stance. Normally, Jyuuken practitioner's envision a seal of the Eight Trigrams around them to help focus the range of their techniques, but this actually creates a visible glowing seal of chakra around them, quickening their movements to the point of a blur and enabling them to move with super-shinobi speed. While active, the user seems to be able to strike any target around them simultaneously without so much as a simple movement, and all strikes made upon them seem to be deflected without any effort. The secret behind this skill is that the seal enhances all physical aspects of the user, and enables them to react nearly instantly as the world around them becomes viewed in slow motion.

Information
Prerequisites
Hakumei/Byakugan Transplant, S-Rank, All other Byakugan Transplant Moves Mastered.

Mastered: While active, the user has +2 dodge, all Melee/Ranged partial hits upon them are treated two ranks lower, and all Physical debuffs effecting the user are treated as only half effective.

Special Action: When using a damaging Taijutsu while this jutsu is active, the user may choose to have that Taijutsu target up to four separate targets due to their super-shinobi speed, though Taijutsu used in this way only deal 80% of their Damage.

Note:
- Lasts up to two rounds.
- This does not require Handseals, but may only be used while the user is in the Emulated Jyuuken or Jyuuken Stances.
- This only works with Unarmed Taijutsu.

Cost: 4.5 Ap and 3960 Cp to initiate, 1890 Cp/Rnd.[/fontsize]
[/spoilername]
 
tumblr_oo7hkz3pyy1vj5j9co1_500.gif

Contracts:

[spoilername="Kami"]
D-Rank said:
Shikigami

The Shikigami is of a modest size, considering its innate ability to take the form of any creature of any size. Standing only two feet high, it somewhat resembles a human child. Its limbs are stubby and its head abnormally large and round. Another obvious aspect would be its lack of color, leaving it a glowing blanch-white. The Shikigami is loyal to the good-natured soul and will assist the summoner by any means.

Battle Info said:
HP: 1,800
CP: 1,400

Agility: 20
Stamina: 45
Ninjutsu: 60
Genjutsu: 60
Taijutsu: 20
Chakra: 35

PL: 240
AP: 2

Class
Class Bonus: +2 Genjutsu Difficulty
High: Genjutsu Difficulty
Average: Evasion, Genjutsu Save, Ninjutsu Accuracy
Low: Melee Accuracy, Ranged Accuracy

Weapon Type: Bludgeoning
Range: Melee
Damage: -15%
Accuracy: +3
Moves said:
Advanced Transformation – E-Rank Ninjutsu said:
Unlike the normal transformation technique, the Shikigami can transform into anything it desires, regardless of the size difference. Not only does this allow more variety, but it is significantly harder to detect the difference.

Effect: Allows Shikigami to appear as another. Shikigami has +2 to all awareness checks.
Cost: 1 AP and 135 Cp, 70 Cp/Rnd..

Notes:
- An awareness check is made between the user and all in battle to determine whether their transformation is 'seen through'. This takes place upon initiation and the start of each round.
- This jutsu is dispelled if the user is hit by two consecutive a non-genjutsu attack.
- Once under the effects of this jutsu, Shikigami becomes identical to the chosen target (as with clone jutsu, attacks against any identical target have an equal chance to hit any of the other identical targets). The person you are identical to can still tell you apart from their own self and their own clones, as can characters that see through the technique with the Identification check.
- If Shikigami is identified and the technique isn't dispelled by a hit, they may once again become confused with their target if sight of the real target is lost upon multiple identical targets.
Bewitch – E-Rank Genjutsu (Will) said:
Like some other rumored summon creatures, it too has the ability to bewitch people. Though, this is a relatively weaker version that will only allow her to influence minor actions. However, any damage inflicted onto the victim will immediately cancel the effect.

Effect: Shikigami makes a Genjutsu Check against a single target at +1 Genjutsu DC. Upon a successful check, Shikigami may control up to 1 APs worth of actions of the target. Use/Drop/equip/unequip an item, Switch/Drop/Enter a style, or remain motionless for 1 AP.
Cost: 1 AP and 120 Cp to initiate.

C-Rank said:
Shojo

Shojo is a drunken sea sprite with a humanoid appearance. He has ruddy skin and vast manes of red hair which result in a beast-like appearance. He wears a green kimono, and in hand, a transparent bottle which never seems to exhaust of sake. Shojo is always drunk and merry, and seldom is found to be truculent. His brewed sake has special properties that grant good fortune to those whom happen to drink it.
Battle Info said:
HP: 4,400
CP: 1,800

Agility: 90
Stamina: 80
Ninjutsu: 70
Genjutsu: 60
Taijutsu: 120
Chakra: 60

PL: 480
AP: 3

Class
Class Bonus: +2 Dodge
High: Melee Accuracy
Average: Evasion, Genjutsu Save, Ninjutsu Accuracy
Low: Genjutsu Difficulty, Ranged Accuracy

Weapon Type: Bludgeoning
Range: Melee
Damage: -15%
Accuracy: +3


Moves said:
Pure Luck - Passive said:
As well as his blithesome attitude, this sprite is blessed with great luck. This good fortune has found to keep him safe, and even turn the tides in an unlikely battle. It is rumored that his nearby friends will also benefit from this blessing after making direct contact.

Effect: Grants all allies and Shojo a +1 Dodge and a 5% critical chance.
Cost: None, Constant.

Note:
- When Shojo is removed from the battle, this buff is negated.
Gifted Luck – D-Rank Taijutsu (Buffing) said:
By allowing others to drink his Sake, somehow they manage to gain a portion of his own good fortune. Those who drink his special brewed sake tend to be more evasive and accurate.

Effect: Shojo takes a sip of his sake, granting him a +2 Accuracy at the cost of -2 Dodge for the remainder of the round.

Special Action: At the cost of +.5 AP, Shojo may allow the summoner to drink this liquid instead of Shojo himself.

Cost: 1.25 AP and 205 Cp to initiate.
Unlucky Backhand – D-Rank Taijutsu said:
Despite his usual luck, he can sometimes find himself in quite unfortunate situations. Just the same, sometimes he will be forced to use violence. A simple technique that he can manage is a simple backhand to the foe. While quite strong in attack, this can throw himself off balance and even cause him to drop his lucky sake bottle.

Effect: Shojo targets a single target dealing 730 Damage at -2 Accuracy. Upon a miss, Shojo takes a backlash of 75 Damage. Upon a full hit, the target has a 20% chance to suppress an opponent for 0.5 AP.
Cost: 1.25 AP and 245 Cp.

B-Rank said:
Okami

Okami is a large wolf spirit of pure white with fine strokes of red paint around her eyes. Her body illuminates a soothing white, which depicts her purity and benevolence. She is a very benign and honest creature and believes in protecting those in need. This spirit is rarely seen, and normally dwells deep within the mountains. Okami excels in illusionary and fire Ninjutsu through the use of Doujutsu.
Battle Info said:
HP: 6,075
CP: 5,850

Agility: 115
Stamina: 135
Ninjutsu: 200
Genjutsu: 200
Taijutsu: 90
Chakra: 130

PL: 870
AP: 4

Class
Class Bonus: +1.5 Genjutsu Difficulty and +1.5 Accuracy.
High: Genjutsu Difficulty
Average: Evasion, Genjutsu Save, Ninjutsu Accuracy
Low: Melee Accuracy, Ranged Accuracy

Weapon Name: Teeth
Weapon Type: Piercing
Range: Melee
Damage: -5%
Accuracy: +1
Moves said:
Northern Lights - Passive said:
By using her unique illusionist type techniques, she is able to create an array of lights surrounding the entire field, seen only in the eyes of the opponent. These lights flash brilliant colors, distracting the affected for a short period.

Effect: In the beginning of each round, up to two targets make a Genjutsu Check against Okami. If the check is successful, the target suffers -2 Dodge for the remainder of the round due to being distracted by the Northern Lights.
Cost: None, Constant.

Note:
- When Okami is summoned into battle this passive activates immediately and a check is made upon summon. The summoner must specify which two targets will make a check against Okami.
Burning Visual Arts – C-Rank Ninjutsu said:
By looking at an opponent, she is able to ignite them in mystical violet fire. This technique is considered a fire-based Doujutsu. Though this can cause damage to an opponent, she has the ability to heal the summoner with this instead, by turning the flames into a Cyan color.

Effect: Okami may make a Ninjutsu Check against a single target at Normal Accuracy. Upon a successful check the target is immediately ignited in flames, burning the target for 1690 Damage.

Special Action: At the cost of an additional +20% Cp, Okami may use the flames to heal herself or the summoner for 845 HP instead.

Cost: 2 AP and 565 CP to initiate.
Burning Gaze – C-Rank Genjutsu (Kinetic) said:
By locking eyes with the opponent, they are blinded by the brightness and gain the sensation of their eyes painfully burning. Though their eyes will not actually be burning, the pain is quite real.

Effect: Okami makes a Genjutsu Check against a single target at -1 Genjutsu DC. Upon a successful check the target suffers a -2 Accuracy Debuff and has a 8% chance per action to attack a random target due to being blinded. This may only affect one action a round.
Cost: 2 AP and 570 Cp to initiate, 285 Cp/Rnd

Notes:
- Each round a Genjutsu Check is made between Okami and the target.
Sea of Fire – C-Rank Ninjutsu said:
A more advanced fire Doujutsu, this technique will send the enemy into a nightmare of flames, giving the sensation of their body being engulfed by fire.

Effect: Okami releases a wave of flames automatically targeting up to two opponents dealing 1,250 at +2 Accuracy.
Cost: 2 AP and 415 CP to initiate.

A-Rank said:
Kirin

Kirin is a mystical creature of great pride and benevolence, and is said to only appear with the arrival of a great sage. By appearance, Kirin is a mix of several kinds of creatures, as his tail is that of an ox, his head is that of a horse, his body is scaly like that of a reptile, his feet are hooves, and upon his head are antlers like that of a deer. Kirin has existed for several centuries and is quite wise, and known to have a strong affinity with lightning. This creature doesn't have a dark shadow, but a pure white shadow beneath him.

Battle Info wrote:
HP: 11,000
CP: 12,000

Agility: 250
Stamina: 200
Ninjutsu: 360
Genjutsu: 200
Taijutsu: 250
Chakra: 300

PL: 1560
AP: 5

Class
Class Bonus: +10% Damage Reduction
High: Ninjutsu Accuracy
Average: Evasion, Genjutsu Save, Melee Accuracy
Low: Genjutsu Difficulty, Ranged Accuracy

Weapon Name: Dagger
Weapon Type: Slashing
Range: Melee
Damage: -15%
Accuracy: +3

Moves said:
Passive Protection - Passive said:
Due to the pure embodiment of good, Kirin has a natural ability to negate a percentage of the damage directed to him. This is caused by molding chakra into his scaly skin - one of the many animal characteristics he possesses.

Effect: Kirin takes -15% damage from all sources, but Dark/Evil based techniques override the damage protection and deal +20% damage.
Cost: None, Passive.
Wisdom of Centuries - Passive said:
It is said the Kirin arrived with a great sage, this sage is said to have taught Kirin the important of knowledge. Over the years Kirin is said to have become pure solely based on the enlightenment knowledge bestowed upon him. Upon obtaining this enlightenment, it is said that that all his techniques have become rays of light, representing the lightning he affiliates himself to.

Effect: Kirin may convert a single Ninjutsu into a Light/Holy based technique dealing +10% damage at the cost of +15% CP. This can only occur once a round.
Cost: None, Constant.
Lightning Emperor Judgment – B-Rank Ninjutsu said:
A technique where Kirin channels a great deal of chakra within its horns and releases it violently within the surrounding area with great accuracy.

Effect: Kirin targets up two targets automatically dealing 1,760 Damage at +3 Accuracy. This technique has a 35% chance to stun a target for 1 AP. Stunning can only occur twice per round.
Cost: 2.5 AP and 805 Cp.
Ways of the Light – B-Rank Ninjutsu said:
By surrounding his body in a bright light, he gains an enlightened sense of mind. All of his natural abilities are enhanced, as well as his good fortune. Once this jutsu is activated, he stores power. From there, he can cast a light-based Ninjutsu blast that not only hurts the opponent, but causes them to exhaust at a much higher rate.

Effect: Kirin releases a wave of Light/Holy energy dealing 2,600 Damage at -1 Accuracy. This cuts through all damage reduction.
Cost: 2.5 AP and 950 CP to initiate.
Light Reflection Wall – B-Rank Ninjutsu said:
This technique is regarded as the ultimate protection jutsu, creating a large sphere around the summoner or himself, which protects from oncoming damage. This transparent sphere lies halfway underground and has a diameter of fifteen feet. It will absorb any attacks. However, humans and other creatures are still able to pass through this wall, so it may not defend against melee users. Another thing to note is that this wall works two ways, so the summoner may not pass attacks through the wall as well.

Effect: Kirin can either surround himself or the summoner in a dome of light. This technique reflects any single B-Rank or lower Ninjutsu back at the enemy, however there is a 30% chance for the summoner or Kirin to still suffer damage.
Cost: 2.5 AP and 915 CP to initiate.

Notes:
- This may be used reflexively or reactionary.
- Reflected techniques only retain +10% buff.
- The target of the reflected technique makes a dodge attempt as normal.

S-Rank said:
Tennin

Tennin is a tranquil spirit who believes in harmony and order, usually revealing herself in a brilliant light which conceals her true form. However, when her physical appearance is visible, Tennin is an astoundingly beautiful woman, dressed in a colorful kimono and exquisite jewelry. She has long flowing silver hair, which floats eerily around her. Her feet seldom make contact to the ground as she is capable of floating to incredible altitudes. Her power of divinity and light is, without a doubt, the strongest. She has also been recognized for her adept ability of healing. Her instrument of choice is a stringed instrument called a biwa, which she plays quite skillfully.

Battle Info wrote:
HP: 30,000
CP: 24,000

Agility: 550
Stamina: 500
Ninjutsu: 600
Genjutsu: 400
Taijutsu: 350
Chakra: 600

PL: 3000
AP: 6

Class
Class Bonus: +1 Accuracy and +10% Ninjutsu Damage, +5% Ninjutsu Damage to Allies
High: Spell Accuracy
Average: Evasion, Genjutsu Save, Melee Accuracy
Low: Genjutsu Difficulty, Ranged Accuracy

Weapon Name: Mystic
Weapon Type: Bludgeoning
Range: Melee
Damage: -15%
Accuracy: +3

Moves said:
Harmony - Passive said:
By playing her biwa, she directs a deceiving melody to her enemies that will drift them into a somnolent state. This leaves them vulnerable to attacks and less inclined to land their own.

Effect: Tennin makes a Ninjutsu Check to three separate targets on the field. Upon a successful Ninjutsu Check, the target loses all damage buffs to their first offensive action against the summoner or Tennin.
Cost: None, Constant.
Levitation - Activated Passive said:
By focusing her Chakra, she is able to levitate off the ground, raising allies and enemies alike. This complex gravity distortion will virtually eliminate all friction from the combatants, leaving them suspended in midair and only able to use long-ranged attacks on each other.

Effect: Tennin changes the gravity around herself and causes up to 3 others to rise off the ground. While in the air all suffer a -3 Dodge and are prone to jutsu requiring airborne targets.
Cost: 1.5 AP to initiate.
Note:
- Requires a Ninjutsu check
Winged Armor of Light – A-Rank Ninjutsu said:
Tennin blesses the summoner with a divine pair of wings. These wings will not only quickly block oncoming attacks, but will put the bearer's mind at peace, allowing them to focus.

Effect: Tennin blocks up to 2,750 Damage from all Ninjutsu based techniques and 1,375 Damage from all Melee based techniques.
Cost: 3 AP and 2,750 Cp to initiate.

Notes:
- This is modded as instantaneous.
- This may only be used on the summoner or Tennin. This must be specified upon use.
- This only lasts a single round and may only be used twice a battle.
White Devastation – A-Rank Ninjutsu said:
Considered the strongest offensive light-based Ninjutsu, she is able to summon forth divine light from the heavens above. This light shines down on all of her enemies, causing them to experience a pain unlike any other.

Effect: Tennin targets up to three targets for 4,224 Damage at +1 Accuracy. This is considered a light/holy element and cuts through half of the targets damage reduction.
Cost: 3 AP and 2,640 Cp.
Healing Rain – A-Rank Ninjutsu said:
This gently summoned rainstorm is brewed in the golden sky above and falls down onto her and allies. Though this is no ordinary rain, but in fact droplets of light with powerful healing properties.

Effect: Tennin targets up to two targets and have them healed for 5% Max Hp per a round while this technique is active. This also lowers their bleeding by two ranks per a round, if applicable, while this technique is active.

Cost: 2.5 AP and 1,095 Cp, 550 Cp/Rnd.

Notes:
- This can only be used twice per battle and only once a round with a cool down period the next round.
- This can only be maintained for up to two rounds.
[/spoilername]

[spoilername="Tiger"]
D-Rank said:
Atsui & Samui

Atsui and Samui are twin Malayan Tigers, the embodiment of not only the ideal image of a Tiger, but of teamwork and coordinated strength. Though it is impossible to distinguish them based on their identical physical features, their contrasting personalities are key when separating the two. Atsui is always bounding with youthful energy, and although technically the elder sister, must commonly be brought back down to earth in her wild flights of fantasy and excitement. Samui cares not for much other than being with Atsui and others of his kin, and is rather calm and melancholic in nature. He is solidly grounded in his senses, and has a strong common sense. Though such different personalities they are inseparable, and are thus always summoned together.
Battle Info said:
***Note: There are two of this summon, both Atsui and Samui. Both are summoned simultaneously.

HP: 1500
CP: 750

Agility: 50
Stamina: 30
Ninjutsu: 20
Genjutsu: 5
Taijutsu: 50
Chakra: 25
PL: 180
AP: 2

Class
Class Bonus: +1.5 Accuracy and +1 Dodge
High: Melee Accuracy
Med: Spell Accuracy, Gen Save, Evasion
Low: Ranged Accuracy, Gen DC
Shifting Claws said:
  • Damage Type: Piercing & Slashing
  • Damage Modifier: 0
  • Accuracy Modifier: 0
  • Effect: Each attack has a chance to either gain +5% Damage, -1 Accuracy and a chance to inflict Bleeding or -5% Damage, +1 Accuracy and a chance to inflict Suppression.
Moves said:
We Are Siamese - Passive said:
Atsui and Samui are two of a single kind - two peas in a pod; inseparable by nature. Because they know each other so well they fight as one, and are able to coordinate themselves perfectly with another, resulting in a devastating attack of three beings when this single unit is called to fight with another.

Effect: Atsui and Samui are summoned together, as a pair. Additionally, they are able to use the teamwork ability with themselves and the summoner, should the summoner have it and all three receive the bonuses for it.
If You Please - E-Rank Melee Taijutsu said:
Samui takes the lead in a coordinated attack, putting his calm-head and steady emotion in his leadership to make sure the attack lands. However, the extra time needed to assure a hit results in a weaker attack.

Effect: 240 damage at +1 accuracy to a single target
Cost: 78 CP, 0.75 AP
If You Don’t Please - E-Rank Melee Taijutsu said:
Atsui takes the lead in a coordinated attack, foregoing the time to plan and target to attack with full in-the-moment strength. The attack is thus stronger than what it would be normally or taking said time, but results in a lessened accuracy.

Effect: 260 damage at -1 accuracy to a single target
Cost: 85 CP, 0.75 AP


C-Rank said:
Oniyuri

Once the weakest of her kin, the Sumatran Tiger has grown to be quite the formidable combatant. Oniyuri prides those in training to better themselves physically, mentally, and emotionally, and understands fighting when the odds are against someone. Oniyuri is easily the hardest working of her kin, making her and anyone she fights aside hard to keep down. She is a deep shade of orange, with wisp like black slashes going down each side of her body. The ring of her tail is layered with black lines with white splotches of fur each on random spots. Her face is complimented with the same white fur, the whiskers standing out with their black lace like appearance.
Battle Info said:
HP: 3000
CP: 2450

Agility: 120
Stamina: 60
Ninjutsu: 80
Genjutsu: 50
Taijutsu: 100
Chakra: 70
PL: 480
AP: 3

Class
Class Bonus: +2 Dodge
High: Ninjutsu Accuracy
Med: Melee Accuracy, Gen Save, Evasion
Low: Ranged Accuracy, Gen DC
Ascetic Soul said:
  • Damage Type: Unarmed
  • Damage Modifier: 0
  • Accuracy Modifier: 0
  • Effect: 20% of any damage received by Oniyuri is distributed evenly to her allies.
Moves said:
Helpful Hints - Passive said:
Though now trained far better in combat, Oniyuri has not forgone her keen insight to battle, and is still more than capable of keeping keen watch of the battle in order to offer quick advice to the summoner. Though instead of clinging to the summoner’s shoulder, Oniyuri is fighting alongside them.

Effect: Summoner gains 10% Auto-dodge whilst Oniyuri is on the battlefield.
The Plight of Pretentiousness - Passive said:
If anyone knows about fighting against the odds, it’s Oniyuri. Having worked long and hard with her brethren strengthening herself, she has a keen understanding of using one’s weakness against those stronger than herself. Upon summoning, she is eager and able to share this knowledge with her summoner, resulting in a shifting of the scales.

Effect: Summoner gets +1 to secondary stats when fighting against opponents with a higher PL than themselves, this does not apply to Caps.
The Tiger Lilly Remedy - D-Rank Non Elemental Ninjutsu said:
The Tiger Lilly has long been used in medicines for a variety of ailments, and Oniyuri has concentrated this effect into a single potent flower. The flower appears on the summoner’s neck, and blossoms into a beautiful Tiger Lilly, offering five hanging buds for the summoner to use. The buds are loaded with healing chakra, and can easily bring a shinobi back to good health. But, because of their toxic nature, they must be consumed in moderation.

Effect: Only one flower may be summoned each battle, each flower has three buds on it. Consuming a bud heals 3% Max HP, re-roll of poison resistance. May only consume one bud per round. Ingesting a bud Cost .5 AP.
Cost: 300 CP, 1.5 AP
Tenacity of the Tiger Lilly - D-Rank Non Elemental Ninjutsu said:
The Tiger Lilly is a strong, prideful plant that stands above others. This technique causes a quickened growth of the plant underneath an opponent, resulting in strong stalk-like stems to entrap an opponent in a prison of beautiful Tiger Lilies. Because they are no more than flowers, the prison is relatively weak, and offers but a brief hold.

Effect: Binds a target for one round at -7. This plant has 900 Hp.
Cost: 1.5 AP, 300 Cp

Note:
- Lasts until destroyed.
- This may only be used every-other round.
- This bind prevents handseals and movement from the victim.
- The plant acts as a barrier to damage done to the victim.


B-Rank said:
Okugi

Though one of the more powerful summons, few have actually laid eyes on Okugi, who resides in thick blankets of impenetrable fog. The few that have sighted him report his Maltese-like features, dark stripes over a bluish gray coat of fur, but most noticeable, bright icy blue eyes that never lose their focus. Okugi has never been known to lose his hauntingly calm demeanor, and even in the fiercest of battles conducts himself in a thoughtful, reflective manner. His face is sharp, signifying his prowess in battle, and the ability to think quick on his feet is only complimented by his perfected warrior body. He is the prime material in terms of Indochinese Tigers.
Battle Info said:
HP: 8,250
CP: 4200

Agility: 200
Stamina: 150
Ninjutsu: 100
Genjutsu: 100
Taijutsu: 200
Chakra: 120
PL: 870
AP: 4

Class
Class Bonus: +2 Accuracy and +10% Melee Damage.
High: Melee Accuracy, Evasion
Med: Spell Accuracy, Gen Save
Low: Ranged Accuracy, Gen DC
Mist Remnant said:
  • Damage Type: Bludgeoning
  • Damage Modifier: 10%
  • Accuracy Modifier: -2
  • Effect: If the weapon is un-equipped, it turns into a Clone of Okugi that lasts for a full round or upon hit. Automatically re-equips Mist Remnant at the end of the round.
Moves said:
Feline’s Fog - Passive said:
Okugi is summoned with a blanket of fog that erupts from the point of summon- almost instantly covering the battlefield. This fog is real, and effects all within it. However unlike real fog, this mystical fog will only lift once Okugi leaves the battlefield, and cannot be lifted by any other means.

Effect: While Okugi is summoned, the field is shrouded in fog that lowers Accuracy of 3 enemies by -2. This lasts while Okugi is present, and for a full round after he is defeated.
Friends of Fog - C-Rank Medical Ninjutsu said:
Upon being consumed by the encompassing fog, the summoner will notice her or his ability to heal to be moderately enhanced. This is the work of Okugi, substituting some of the summoner’s chakra with his own lingering about the fog, resulting in costing less to the summoner and healing more to the target.

Effect: The target's Cp costs for Medical jutsu are reduced by -20%, and their healing jutsu heal +15% Hp.
Cost: 2 Ap, 560 Cp. 280 Cp/Rnd
Purifying Breath - C-Rank Non Elemental Ninjutsu said:
The fog summoned is sodden with special chakra that easily purges a body of poison elements. Poisons are thus less effective, if they can manage to remain in the body at all. But this fog does not benefit only the summoner, instead, any who breath it in.

Effect: This affects everyone up to 2 people. This re-rolls all poison resistance. Any poisons not purged are lowered by -1/-5% depending on types of effects.
Cost: 2 Ap, 560 Cp.

Note:
This may only be used once per round.
- The 'Re-roll poison check' may only apply once per poison.
- This jutsu does not stack.
Nightmare Claws - C-Rank Non Elemental Ninjutsu said:
Okugi’s claws are not large, nor are they very sharp. It is for this reason that Okugi utilizes the chakra in his fog to imbue his claws with special properties that attack not the physical body, but the spirit.

Effect: While active, Okugi's basic attacks do not deal Hp damage, but instead deal Cp damage. This damage cannot be reduced.
Cost: 2 Ap, 610 Cp to initiate. 305 Cp/Rnd.
Razor Claw - C-Rank Melee Taijutsu said:
Okugi can perform a fierce onslaught of claw slashes in a relatively short time period.

Effect: 4 Strikes at 305 Damage at +1 Accuracy. Each strike has a +5% Chance to cause bleeding. If a bleed chance fails, it has a 75% chance of being re-rolled. Bleeding may only be caused once per use.
Cost: 1.75 Ap, 345 Cp


A-Rank said:
Burakku

A genetic rarity, the inverted white tiger known as Burakku was born with a body of sleek black fur striped with gleaming white lines. This body is large and formidable, with claws and fangs to match. Across his body hang heavy chains, one of many training methods behind Burakku’s superior strength. Burakku is second in command of the Tiger kin, and takes this responsibility respectfully, and with honor. Brother to Byakko, the two rarely qualm over anything. Burakku does believe that combat is never the correct solution to a problem, but knows such thinking is not the way of many others, and thus rigorously trains himself, and is always prepared for an attack. His sharp sleek claws can cut through solid steel with his fangs being just as, if not more powerful. The gleaming eyes of pure ice can stare any foe down with his cold gaze of unrelenting fury.
Battle Info said:
HP: 11550
CP: 6000

Agility: 350
Stamina: 210
Ninjutsu: 300
Genjutsu: 100
Taijutsu: 450
Chakra: 150
PL: 1560
AP: 5

Class
Class Bonus: +2 Accuracy and +10% Melee Damage.
High: Melee Accuracy
Med: Spell Accuracy, Gen Save, Evasion
Low: Ranged Accuracy, Gen DC
Chains of Prominence said:
  • Damage Type: Bludgeoning
  • Damage Modifier: -10%
  • Accuracy Modifier: +2
  • Effect: May naturally inflict Suppression. Upon a critical hit, the target's next action is delayed for 0.5 AP, increasing by +0.25 after the first and stacking up to 1 AP delay against the same target.
Moves said:
Steel Claws - Passive said:
Through many battles over time this feline’s claws have become far stronger than other kin, and are capable of cutting and slicing through almost anything. Being at the wrong end of these blades could easily prove fatal.

Effect: Burakku deals +10% damage, has a +1 Critical chance, and has a +5% chance to all bleeding effects.
Impenetrable Fur - Passive said:
Burakku's fur offers a layer of defense unique to him. His fur is so dense that many attacks fail to even pierce it, simply bouncing off.

Effect: E-D Rank Taijutsu are ineffective against Burakku. C Rank Taijutsu only do half damage/effects. Burakku's Bleeding rank is always treated as one rank lower.
Counterstrike - E-Rank Buffing Taijutsu said:
The warrior knows that often the best time for an attack is immediately after receiving one, and the counter is often the best method to do this. Utilizing patience and keen foresight of combat, Burakku is able to quickly counter attacks.

Effect: Burakku prepares to counterattack the next enemy to attack him. The attack is modded immediately after the one that attacked Burakku, has +2 Accuracy and cannot be auto-dodged.
Cost: .75 Ap, 80 Cp.

Note:
- Burakku may only prepare to counter one attack at a time; this cannot stack.
- The chosen attack for Burakku to counter with must be stated. If it is not, it will be treated as a basic strike. Burakku pays all costs normally, with a +20% Cp cost.
Great Roar - B-Rank Non Elemental Ninjutsu said:
Opening the maw lined with brilliant white fangs to release an overpowering roar to disorientate but mostly intimidate.

Effect: Lowers the Accuracy and dodge of two targets by -2, lasting the remainder of this round and the next. Any purely-Audial affecting the targets during this time are negated during this time. Hashigaki take an additional -1 penalty. Does not stack.
Cost: 910 CP and 2.5 AP
Mighty Slash - B-Rank Melee Taijutsu said:
With one long slash of his claws he is able to disfigure even the stoutest of adversaries.

Effect: Strikes once dealing 1875 damage. This has a +5% chance of increasing bleed rank.
Cost: 2 Ap, 680 Cp
Chain Summon - D-Rank Non Elemental Ninjutsu said:
Used to summon the 'Chain of Prominence'.

Effect: Summons the 'Chain of Prominence' into battle. This weapon is wielded by Burakku, unless given to another target. The chosen target to wield it must pay .5 Ap to equip.
Cost: 360 CP and 1.5 AP
Chain of Prominence - Summonable Item said:
Should the summoner wish, Burakku is more than willing to lend one of his many chains. The chain, used as a weapon, is far stronger than any human-made chain, and can be quite the effective weapon, as long as one knows how to wield it.

Information (Weapon)
Type: Bludgeoning
Range: Melee
Damage: -10%
Accuracy: +2

Special: The one wielding this weapon is treated as if having the Weapon Mastery: Bludgeoning ability. Should the wielder already have this ability, the chain deals +15% Base Damage.

Note:
- This weapon is linked to Burakku; should Burakku be defeated and/or leave battle, this weapon will vanish as well.


S-Rank said:
Byakko

The leader of the Tiger kin, the White Tiger Byakko is a truly great leader. Slow to anger, generous, and compassionate, one would be hard pressed to find an ill word of Byakko. He is quite wise, his wisdom only matched by his skill in battle. Byakko’s words of wisdom are said to guide all those whom are lucky enough to receive it. In terms of appearance Byakko is a beauty to look at, adding to the term dangerous beauty. His eyes are a burnished amber, the sheer magnitude of power they give off able to paralyze even the biggest of foes. His black claws are sleek, trimmed, perfected even. His body is large, yet not overbearing. Regardless of his size, Byakko's speed is one to not be trifled with, as he is upon any prey in mere seconds. His tail is long, folding and always swaying from side to side. Rhythmic like motions from the exotic combination of white and black swaying together leaves his opponents in a daze before he strikes. The black rings on his tail compliment the white very well. He has certainly earned his position as head of this kin.
Battle Info said:
HP: 27,500
CP: 22,000

Agility: 500
Stamina: 500
Ninjutsu: 500
Genjutsu: 400
Taijutsu: 500
Chakra: 400
PL: 2800
AP: 6

Class
Class Bonus: +1.5 Accuracy and +10% Melee Damage, +1 Critical.
High: Melee Accuracy
Average: Spell Accuracy, Gen Save, Evasion
Low: Ranged Accuracy, Gen DC
Pride said:
  • Damage Type: Unarmed
  • Damage Modifier: 0
  • Accuracy Modifier: 0
  • Effect: Grants +10% damage reduction that cannot be bypassed to both Byakko and his allies. Cumulative damage blocked from Byakko or his allies via Pride are added as base damage to Byakko's next attack.
Moves said:
Steel Claws - Passive said:
Through many battles over time this feline’s claws have become far stronger than other kin, and are capable of cutting and slicing through almost anything. Being at the wrong end of these blades could easily prove fatal.

Effect: Byakko deals +10% melee damage, has a +1 Critical chance, and has a +5% chance to all bleeding effects.
Feline Finesse - Passive said:
The body of a feline is renowned for its grace and dexterity, but few are able to utilize these properties effectively in battle. But once mastered, the result is a style of combat that is unlike anything else, using the body of the feline to its true offensive capabilities.

Effect: +2 Dodge and +10% chance to auto-dodge.
True Sight - Passive said:
The Tiger has been a long held symbol of illumination, and Byakko has taken the meaning to a level past simply brightening up dark spaces. His fur radiates in what appears to be light, but is truly special chakra that prevents either Byakko or the summoner's sight from being taken.

Effect: Byakko & his summoner are not affected by Illusionary Clones, and Sight-based debuffs while Byakko is summoned.

Notes
- Can be dispelled by successfully placing a 5 element seal onto Byakko.
Great Roar - A-Rank Non Elemental Ninjutsu said:
Opening the maw lined with brilliant white fangs to release an overpowering roar to disorientate but mostly intimidate.

Effect: Lowers the Accuracy and dodge of up to 3 enemies in battle by -2, lasting two full rounds. Any purely-Audial genjutsu affecting the targets during this time are negated during this time. Hashigaki take an additional -1 penalty. Does double effects to Hashigaki.
Cost: 2200 CP and 3 AP

Note:
- This requires a Ninjutsu check; the summon has a +3 Bonus.
Exacting Flames - A-Rank Fire Ninjutsu said:
Fire is normally unpredictable and nearly impossible to tame, but by subconsciously borrowing Byakko's chakra, the user is able to use fire jutsu that are brilliant white in color, and can only burn intended targets. These flames are hotter than normal flames, and will not spread through the surrounding wildlife.

Effect: Deals 4050 damage to up to 3 people at +2 Accuracy. All Fire Jutsu used by Byakko's allies for the following round are increased by +10% damage that does not apply to caps.
Cost: 3 Ap, 2500 Cp
Flame of Byakko - A-Rank Fire Ninjutsu said:
Byakko’s personal attack, the surrounding area is ignited in brilliant white flames that cause damage only to the target, leaving the surrounding landscape unharmed. The flames are hurtful to look at, and seer to the slightest touch.

Effect: Deals 2970 Damage at -2 Accuracy, for three rounds.
Cost: 3 Ap and 2750 Cp to initiate, 1375 Cp/Rnd.

Note:
- This jutsu strikes upon use and the start of each round thereafter. This does not stack, and lasts up to three rounds.
- This requires a Ninjutsu check at the start of each round
Graceful Slash - A-Rank Slashin Taijutsu said:
Byakko's fabled claw jutsu is only seen by a select few. And most of them either become shredded mincemeat shortly after or go on to tell stories of it to their grandchildren. It’s a near silent, lethal, jutsu that pits the giant tiger up against a trained shinobi in a situation where the shinobi is going to lose, either way.

Effect: 4125 damage. This causes suppression for every two levels of bleeding upon the target. (If the target has Rank 4 bleeding, they lose -1 Ap. This is suppression and counts towards the suppression limit.)
Cost: 2.75 Ap, 2060 Cp
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