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:

Ōtakemaru's Dojo

Dojo Code:

  • Character class:
  • <Violet Swordsman>
    HP: (60+lvl) x stamina
    CP: (40+lvl) x chakra control
    Class Bonus: +4 Hp and Cp Mod
    High: Melee Accuracy
    Average: Genjutsu Save, Dodge, Genjutsu DC
    Low: Ranged Accuracy, Ninjutsu Accuracy
  • Character class approval: N/A
  • Class point card ASP purchase: N/A
Abilities:
1. Quickdraw
Roleplay: Every Ninja Walks On Water

2. Calm Mind
Roleplay: Every Ninja Walks On Water

3. Healing Factor
Roleplay: Every Ninja Walks On Water

4. Acrobatics
Roleplay: Every Ninja Walks On Water

5. Combo Master
Roleplay: Teketeke

6. Cursed Seal - Regenerate 8% Max CP per round, but cannot recover CP through any other method while the Cursed Seal is active.
Cursed Seal RP Thread: From Where I Stand: Sharing My Strength

7. Cursed Seal - Stage 2 - +2 All secondaries, +10% All Damage types, all chakra costs -10% and CP/HP cost of Stage 2 is increased to 12 per round.
Additional Cursed Seal RP Post (for Stage 2): From Where I Stand: Sharing My Strength (My 3rd Post)

Shinobi 101 - Kinesis Ninjutsu uses Melee Accuracy

Core Ability/Bloodline:
Nanjirou
Current Power Level: 1185
Approved In Character Creation
Nanjirou
Nanjirou.jpg

A distinct clan of samurai that has been the source of some of the greatest swordmasters throughout the land. Renown for the lethal finesse they display in their sword fighting with some of the most ancient blades, a Nanjirou is said to come of age only when their ancestry awakens within them; gifting them with spiritual link to their ancestors that can be evoked to display advanced techniques honed through generations of experience.

Note: All techniques and buffs from this Bloodline are considered Spiritual/Dark/Light based on their Ancestral Weapon.

084 PL - Ancestral Weapon (Rank One)/Bushido (Rank One)
168 PL - Wrath Seal (Rank One)
252 PL - Iaijutsu Mastery (Rank One)
336 PL - Battoujutsu (Rank One)
420 PL - Ancestral Weapon (Rank Two)
504 PL - Iaijutsu Mastery (Rank Two)
588 PL - Bushido (Rank Two) / Temporized Slash (Rank One)
672 PL - Wrath Seal (Rank Two) / Uncanny Dodge (Rank One)
756 PL - Ancestral Weapon (Rank Three) / Battoujutsu (Rank Two)
840 PL - Iaijutsu Mastery (Rank Three) / Temporized Slash (Rank Two)
924 PL - Uncanny Dodge (Rank Two)
1008 PL - Wrath Seal (Rank Three) / Temporized Slash (Rank Three)
1092 PL - Bushido (Rank Three) / Uncanny Dodge (Rank Three)
1176 PL - Battoujutsu (Rank Three)
1260 PL - Sword Trance (Rank One)
1344 PL - Crescent Arc (Rank One)
1428 PL - Sword Trance (Rank Two)
1512 PL - Tsubame Gaeshi (Rank One)
1596 PL - Sword Trance (Rank Three) / Crescent Arc (Rank Two)
1680 PL - Crescent Arc (Rank Three) / Tsubame Gaeshi (Rank Two)
1764 PL - Tsubame Gaeshi (Rank Three)

---

Ancestral Weapon - Passive
The Nanjirou believe that the best ending to their life is to be as they lived; paired with a blade. Their remains are used in the forging and reforging of blades both new and old, quite literally infusing a part of them into their swords. It is for this reason that their are a myriad of unique weapons in the clan, each with their own history and displaying traits of those who came before. Many blades have a spirit within of one of their ancestors that serves as a guide to the Nanjirou as they live their life and grow in power.

Rank 1: Upon gaining this bloodline the user must designate a single Slashing or Piercing weapon as their Ancestral Weapon. Attacks made with this weapon gain one of the following alignments and the associated effect;
  • Spiritual Twice per round, the user may perform two Wrath Seal actions to the same attack with this weapon. Both require a focus point.
  • Holy The weapon protects the user against the first 175/275/400/550/675 damage that hits the wielder each round, increasing with the user's out of character rank D/C/B/A/S.
  • Cursed Each round the user's Ancestral Weapon siphons 1% of their maximum health into a special Bloodlust Pool. Whenever the user performs a Taijutsu with their Ancestral Weapon, for free, they may choose to spend Bloodlust as well which increases the base damage of their attack by an equal amount to a maximum of +500 Base Damage.
    • The Bloodlust Pool has no maximum cap and cannot be affected in any form other than spending or adding Bloodlust.
Rank 2: The Ancestral Weapon gains +1 Critical.
Rank 3: Critical bonus from Rank 2 no longer applies to caps.

Note:
- The user may only have a single Ancestral Weapon.
- The flavor regarding having an ancestral spirit within the weapon is still subject to the ghost NPC rules.
- The Ancestral Weapon must be stated in their Dojo thread. It and its alignment may be changed by remaking the chosen weapon.

---

Bushido - Passive
Fitting for a clan of samurai, the Nanjirou are ingrained with a code of honor and pride before they even learn to speak. Due to carrying within them the blood and spirit of their lineage, the failure of oneself is seen as the failure of one's ancestry; to be the cause of such shame is not an option to them. The more a Nanjirou is pressured, the more of their Ancestry awakens.

Rank 1: The user gains +0.5 to all Secondary stats each time they lose 30% of their Max Hp, capping at +1.5 Secondaries.
Rank 2: The user is treated as having the Hidden Power ability (This does not require an abilities slot).
Rank 3: The user gains +0.5 to all Secondary stats each time they lose 15% Hp of their Max Hp, capping at +2 to their secondaries. So they gain a bonus at 85%/70%/55%/40%. If the user elects to fill one of their ability slots with Hidden Power, the cap is increased to +3. So they gain a bonus at 85%/70%/55%/40%/25%/10%.

Note(s):
- If the user has Hidden Power granted for free by a source which is not Bushido then the user is counted as having filled one of their ability slots with it even though the ability is not currently taking up an ability slot.

---

Wrath Seal - Activated Passive
The core of what separates a swordsman and a Nanjirou is their ties to their clan; the Nanjirou have the unique ability to invoke visions, emotions, and perhaps most importantly, techniques, of their predecessors. A misnomer, the Wrath Seal is a trance they enter that allows even a young Nanjirou to display advanced swordsmanship by channeling the power of an ancient grandmaster. This is no free power though; the trance is exhausting, and difficult to maintain during battle for an extended time.

Rank 1: Grants the user 1 Focus point upon activation and each round active. They may perform the Dancing Blade, Energy Slash and Vantage options.
Rank 2: Grants the user 2 Focus points upon activation and each round active. The user may now perform the Vorpal Edge option.
Rank 3: Grants the user 3 Focus points upon activation and each round active. The user may now perform the Lethality option.

One Focus point may be spent to add one of the following effects to a Slashing or Piercing attack;
  • Dancing Blade - The user may add +1 target to an attack. The user deals -10% damage for the remainder of the round; this stacks indefinitely each time used in the round.
  • Energy Slash - The attack does not count as Melee Contact.
  • Vantage - The user may attack a stealthed target that they failed an awareness check on at -5 accuracy.
  • Vorpal Edge - When Battoujutsu is used, it does not suffer from the damage penalty gained through the Dancing Blade or Uncanny Dodge Nanjirou skills.
  • Lethality - Doubles both the Critical buff limit and any Critical bonuses the user has, but halves the user's critical damage modifier.

Cost: 1 Ap to activate. 4% Max Cp/Rnd active

Notes:
- Unused Focus Points carry over to the next round, but cap out at a maximum of 5.
- Focus points modify an entire action, not just an individual hit.
- An attack may only be modified by a single Focus point (with the exception of a Spiritual Ancestral Weapon.)

---

Iaijutsu Mastery - Bloodline Fighting Style
Through many years of training, the Nanjirou have developed a code: "Wherever we may be, we must be prepared." With this code in mind, they have developed a stance to adjust to every situation. Their sword is constantly sheathed, and they may quickly draw it and redraw it. There are a number of variations but any skilled Nanjirou will have their fearsome Battoujutsu at the ready.

Rank 1: Jigen-ryu -- The user's Piercing and Slashing Taijutsu attacks with their weapon while in this stance do +5% more damage.
Rank 2: Mugai-ryu -- Taijutsu attacks done with this style are modded 0.25 AP faster (costs are still paid in full).
Rank 3: Kensei-ryu -- The user takes +15% Damage from all sources, however their class Evasion stat is considered High.

Special Action - The user may choose to only select the "dodge attack to sheath weapon" effect of this style without any of the other effects. If so, this does not take up the user's physical style.

Cost: 0.5 AP to enter stance.

Note:
- At all ranks, upon dodging an attack the user may sheath their weapon for no cost. This is considered a Smart Action, and will be done automatically.
- Can be used with -Any- Slashing or Piercing Weapon.
- No attack can be modded as if they cost less than 0.5 AP.
- While in the Kensei fighting style, the Nanjirou's damage buff cap is reduced to +25%. Additionally, any "beyond the cap" damage buffs they have are halved.

---

Battoujutsu - D Rank Buffing Taijutsu
The infamous quickdraw technique of the Nanjirou. In the hands of a Nanjirou a sheathed blade is more dangerous than a drawn one, and in the blink of an eye they can unsheathe and strike at their enemies. With few people outside of shinobi having the necessary reflexes to react, the Nanjirou became famed for their "one-hit kill" swordsmanship.

Rank 1: The user equips a Slashing or Piercing weapon and attacks with a Taijutsu; If the attack rolls a critical, the modifier is increased to x2.1 Critical damage.
Rank 2: The user equips a Slashing or Piercing weapon and attacks with a Taijutsu with +1 Critical range; If the attack rolls a critical, the modifier is increased to x2.2 Critical damage.
Rank 3: The user equips a Slashing or Piercing weapon and attacks with a Taijutsu with +2 Critical range; If the attack rolls a critical, the modifier is increased to x2.3 Critical damage.

Cost: No Ap; increases the Cp/HP cost of the attack used with this by +30%.

Note:
- The weapon must be sheathed at the start of this attack.
- This attack cannot benefit for critical attack bonus' from any other source (such as Human Anatomy) put it can be stacked with Nanjirou's Ancestral Weapon.
- This may be used with and gain bonus' from Nanjirou's Lethality.
- Smart Action - The user will automatically default to using Battoujutsu when attempting to attack with a sheathed weapon when possible.

---

Temporized Slash - C Rank Bloodline Slashing/Piercing Taijutsu
When facing a Nanjirou, one should never let their guard down, even when they believe themselves to have the upperhand. A technique performed by sheathing their sword in invisible chakra and slashing, the Nanjirou seals the wound right away through the use of the chakra and causes it to go unnoticed by the victim until they choose to release the chakra and open the wound. Often seen involving the user passing by the enemy in an apparent miss...Until blood suddenly gushes from multiple wounds at once.

Rank 1: Deals 1170 damage at -1 Accuracy. Damage dealt by this technique may show up as either a miss or hidden action (user's choice).
Rank 2: Deals 1460 damage. Damage dealt by this technique may show up as either a miss or hidden action (user's choice). Additionally, the user may choose an additional attack used during the current round or the next to be modded similarly.
Rank 3: Deals 1825 damage at +1 Accuracy. Damage dealt by this technique may show up as either a miss or hidden action (user's choice). Additionally, the user may choose an additional 2 attacks used during the current round or the next to be modded similarly.

Cost:
Rank 1: 1.75 Ap, 350 Cp
Rank 2: 1.75 Ap, 420 Cp
Rank 3: 1.75 Ap, 480 Cp

Notes:
- Attacks chosen to be hidden/missed may only be Slashing or Piercing Taijutsu.
- Lasts until the end of the following round, at which point all 'stored' damage is dealt at once.
- A target cannot be affected by multiple uses of Temporized Slash at once. Being hit by this Jutsu while already affected releases any stored damage from the previous use.
- 'Stored' attacks make their initial to-hit check at the time of use as normal. However, damage is not dealt until the time it is 'released'.
- If a 'stored' attack inflicts an effect such as bleeding or a debuff, it is applied upon the initial hit as usual but is 'hidden' from the mod until stored damage is released.
- Attacks still break binds as usual, despite the damage not being applied at the time of the hit.

---

Uncanny Dodge - C-Rank Bloodline Taijutsu
There are few people whose raw speed and reflex can rival that of a Nanjirou swordsmaster. Their swiftness can seem unnatural, as if aided by some jutsu effect or other influence, but it is simply the result of their willpower to endure their clan's intense physical conditioning.

Rank 1: Once used, the user will auto-dodge the next level E-B Jutsu that hits them. The user may use a single Special Action.
Rank 2: Once used, the user will auto-dodge the next level E-A Jutsu that hits them. The user may use a single Special Action.
Rank 3: Once used, the user will auto-dodge the next level E-A Jutsu that hits them. The user may use both Special Actions.

Special Action - Razor's Reflex: Requires Wrath Seal to be active. The Nanjirou may spend a Focus point when using Uncanny Dodge to make a basic melee attack against the attacker, dealing damage equal to 20% of the attack's intended damage.

Special Action - Hidden Warrior: By paying 0.5 additional AP at the time (not at cast) the attack is auto-dodged, the Nanjirou may attempt to enter stealth at -1 stealth bonus.

Cost: 1 Ap; Cp equal to 30% of the triggering attack (CP cost is paid upon the triggering attack but the AP is paid on cast).

Note:
- This cannot be used reflexively. This must be cast before the attack they attempt to auto-dodge.
- This is an activated auto-dodge.
- May only be used once per round, even if Acrobatics is an owned ability.
- May use both special actions at rank 3, and only a single one at rank 2.
- After usage, the Nanjirou deals -20% damage for the remainder of the round.

---

Sword Trance - B-Rank Bloodline Buffing Taijutsu
Calling forth the spirits of their ancestors, the Nanjirou manifests their willpower and soul in a form of living blade that dances around them. To the eyes of a stranger, they would appear like gleaming steel that appeared out of thin air but for the Nanjirou, each and every single blade was once a part of their living bloodline, aiding them in their techniques - refining them with their wisdom.

Effect: The user generates a certain amount of Living Blades each round and the user may choose to expend 1 Living Blade into their Basic Attack, offensive Bloodline Technique or Slashing/Piercing Taijutsu to grant it an additional effect. If the user is equipped with their Ancestral Weapon at the time of cast, the Living Blade user gains the effect under their weapon's Alignment instead.
  • Base - Attacks done with a Living Blade gains it +2 Accuracy.
  • Spiritual - Attacks done with a Living Blade uses the target's Genjutsu Save instead of their usual Dodge in the roll, and may perform a single Wrath Seal action without requiring a focus point.
  • Holy - Attacks done with a Living Blade recovers the user's health by 175 / 275 / 400 / 550 / 675, scaling from the user's Out of Character Rank (D / C / B / A / S).
  • Cursed - Attacks done with a Living Blade will siphon 1% of the target's maximum Health and adds it to the user's Bloodlust Pool.
Rank 1: Generates 2 Living Blades.
Rank 2: Generates 3 Living Blades.
Rank 3: Generates 4 Living Blades.

Cost: 2.25 AP and 1% max HP to activate, 1% max HP/round to maintain.

Notes:
- Lasts for 3 rounds and has a round cooldown after the end of the duration.
- The user can only hold up to 6 Living Blades at a time.
- The Light/Dark versions do not stack if used with an attack hitting multiple targets at once. Light will only heal the user once per attack, and the Dark variant will only add the highest damage dealt amount to the user's Bloodlust Pool.

---

Crescent Arc - B-Rank Bloodline Slashing/Piercing Taijutsu
The Nanjirou's mastery over their body is paralleled by the mastery they have over their own mind. Able to feel their own bodily energies they are able to harness their spiritual wrath tangibly. They release an arc of energy from their sword from afar. This pure energy is disruptive to the chakra coils in their opponent, often exhausting their adversaries long before they achieve victory.

Rank 1: The user strikes once dealing 825 Taijutsu damage and an additional 825 chakra damage.
Rank 2: The user strikes once dealing 980 Taijutsu damage at +1 Accuracy and an additional 980 chakra damage.
Rank 3: The user strikes once dealing 1,165 Taijutsu damage at +2 Accuracy and an additional 1,165 chakra damage.

Special Action: For -1 to the attack's accuracy this attack may target a second target. This may stack up to three times.

Cost:
Rank 1: 2.25 Ap, 655 Cp
Rank 2: 2.25 Ap, 780 Cp
Rank 3: 2.25 Ap, 885 Cp

Notes:
- Can be used with Melee or Ranged Accuracy.
- If used with Ranged Accuracy, this attack has a second chance to hit if the initial use was a miss; this can only occur once per round. This energy strike deals 80% normal damage at -3 Accuracy.

---

Tsubame Gaeshi - A-Rank Bloodline Slashing/Piercing Taijutsu
In a single decisive strike fabled to never miss, a Nanjirou can take down a weakened foe. The voices from their ancestors call out the them and some say that they can see the face of these ancient warriors in place of the man living this day or that their hands guide the blade of their descendant. The strike is the pinnacle of swordsmanship, and so powerful it cleanly splits solid stone.

Rank 1: At + 3 accuracy the Nanjirou attempts to strike down a single target dealing 2650 damage. This attack cannot target a clone or an unintended target.
Rank 2: At + 3 accuracy the Nanjirou attempts to strike down a single target dealing 3050 damage. This attack cannot target a clone or an unintended target and cannot be auto-dodged.
Rank 3: At + 3 accuracy the Nanjirou attempts to strike down a single target dealing 3505 damage. This attack cannot target a clone or an unintended target, cannot be auto-dodged and can target an opponent in stealth as if they were regularly targeting an opponent (but this is done at -3 accuracy).

Cost:
Rank 1: 2.75 Ap, 1400 Cp
Rank 2: 2.75 Ap, 1750 Cp
Rank 3: 2.75 Ap, 2100 Cp

Notes:
- May only be used once per round.
- If the opponent was in stealth when they were hit with this attack, this attack does not take them out of stealth but they would take the full damage of this attack.

Weapon(s):
Weapons Galore purchase link: (If bought)


[/list]

Equipment:

Curse Seal(s):
Cursed Seal RP Thread: From Where I Stand: Sharing My Strength
Cursed Seal - Regenerate 8% Max CP per round, but cannot recover CP through any other method while the Cursed Seal is active.

Cursed Seal - Stage 2 (Heaven) - +2 All secondaries, +10% All Damage types, all chakra costs -10% and CP/HP cost of Stage 2 is increased to 12 per round.

Contracts:
Contract name:
Contract Approval link:

  • <Insert Class Name>
  • HP: (Creature's Mod 1 + User's Level) x User's Chakra Control
  • CP: (Creature's Mod 2 + User's Level) x User's Chakra Control
  • Class Bonus:
  • High:
  • Average:
  • Low:
Jutsu Sub-types:
1.
2.
3.
Jutsu List: (unlocked based on your summons rank.
4 E-Rank:
4 D-Rank:
4 C-Rank:
4 B-Rank:
6 A-Rank:
Abilities:
1.
2.(Unlocked at B-rank)
3.(Unlocked at S-rank)
Specialized Ability:
(paste code found under your contract's information here)

Kinjutsu:
Kinjutsu Name:Namehere
Kinjutsu Approval Link:
Kinjutsu path(s) Approval links:
(Please copy paste any completed paths, your kinjutsu code, or any other relevant information to your Kinjutsu so that it is easily accessible.)

Removing my 4th Ability 'Acrobatics':
RP Post: Trial By Fire [Examination]

Introducing new Ability:
Initiative
Roleplay: [Examination] Team Red
[Approved]
 
Dojo Code:

  • Character class:
  • <Violet Swordsman>
    HP: (60+lvl) x stamina
    CP: (40+lvl) x chakra control
    Class Bonus: +4 Hp and Cp Mod
    High: Melee Accuracy
    Average: Genjutsu Save, Dodge, Genjutsu DC
    Low: Ranged Accuracy, Ninjutsu Accuracy
  • Character class approval: N/A
  • Class point card ASP purchase: N/A
Abilities:
1. Quickdraw
Roleplay: Every Ninja Walks On Water

2. Calm Mind
Roleplay: Every Ninja Walks On Water

3. Healing Factor
Roleplay: Every Ninja Walks On Water

4. Initiative
Roleplay: [Examination] Team Red

5. Combo Master
Roleplay: Teketeke

6. Cursed Seal - Regenerate 8% Max CP per round, but cannot recover CP through any other method while the Cursed Seal is active.
Cursed Seal RP Thread: From Where I Stand: Sharing My Strength

7. Cursed Seal - Stage 2 - +2 All secondaries, +10% All Damage types, all chakra costs -10% and CP/HP cost of Stage 2 is increased to 12 per round.
Additional Cursed Seal RP Post (for Stage 2): From Where I Stand: Sharing My Strength (My 3rd Post)

Shinobi 101 - Kinesis Ninjutsu uses Melee Accuracy

Core Ability/Bloodline:
Nanjirou
Current Power Level: 1185
Approved In Character Creation
Nanjirou
Nanjirou.jpg

A distinct clan of samurai that has been the source of some of the greatest swordmasters throughout the land. Renown for the lethal finesse they display in their sword fighting with some of the most ancient blades, a Nanjirou is said to come of age only when their ancestry awakens within them; gifting them with spiritual link to their ancestors that can be evoked to display advanced techniques honed through generations of experience.

Note: All techniques and buffs from this Bloodline are considered Spiritual/Dark/Light based on their Ancestral Weapon.

084 PL - Ancestral Weapon (Rank One)/Bushido (Rank One)
168 PL - Wrath Seal (Rank One)
252 PL - Iaijutsu Mastery (Rank One)
336 PL - Battoujutsu (Rank One)
420 PL - Ancestral Weapon (Rank Two)
504 PL - Iaijutsu Mastery (Rank Two)
588 PL - Bushido (Rank Two) / Temporized Slash (Rank One)
672 PL - Wrath Seal (Rank Two) / Uncanny Dodge (Rank One)
756 PL - Ancestral Weapon (Rank Three) / Battoujutsu (Rank Two)
840 PL - Iaijutsu Mastery (Rank Three) / Temporized Slash (Rank Two)
924 PL - Uncanny Dodge (Rank Two)
1008 PL - Wrath Seal (Rank Three) / Temporized Slash (Rank Three)
1092 PL - Bushido (Rank Three) / Uncanny Dodge (Rank Three)
1176 PL - Battoujutsu (Rank Three)
1260 PL - Sword Trance (Rank One)
1344 PL - Crescent Arc (Rank One)
1428 PL - Sword Trance (Rank Two)
1512 PL - Tsubame Gaeshi (Rank One)
1596 PL - Sword Trance (Rank Three) / Crescent Arc (Rank Two)
1680 PL - Crescent Arc (Rank Three) / Tsubame Gaeshi (Rank Two)
1764 PL - Tsubame Gaeshi (Rank Three)

---

Ancestral Weapon - Passive
The Nanjirou believe that the best ending to their life is to be as they lived; paired with a blade. Their remains are used in the forging and reforging of blades both new and old, quite literally infusing a part of them into their swords. It is for this reason that their are a myriad of unique weapons in the clan, each with their own history and displaying traits of those who came before. Many blades have a spirit within of one of their ancestors that serves as a guide to the Nanjirou as they live their life and grow in power.

Rank 1: Upon gaining this bloodline the user must designate a single Slashing or Piercing weapon as their Ancestral Weapon. Attacks made with this weapon gain one of the following alignments and the associated effect;
  • Spiritual Twice per round, the user may perform two Wrath Seal actions to the same attack with this weapon. Both require a focus point.
  • Holy The weapon protects the user against the first 175/275/400/550/675 damage that hits the wielder each round, increasing with the user's out of character rank D/C/B/A/S.
  • Cursed Each round the user's Ancestral Weapon siphons 1% of their maximum health into a special Bloodlust Pool. Whenever the user performs a Taijutsu with their Ancestral Weapon, for free, they may choose to spend Bloodlust as well which increases the base damage of their attack by an equal amount to a maximum of +500 Base Damage.
    • The Bloodlust Pool has no maximum cap and cannot be affected in any form other than spending or adding Bloodlust.
Rank 2: The Ancestral Weapon gains +1 Critical.
Rank 3: Critical bonus from Rank 2 no longer applies to caps.

Note:
- The user may only have a single Ancestral Weapon.
- The flavor regarding having an ancestral spirit within the weapon is still subject to the ghost NPC rules.
- The Ancestral Weapon must be stated in their Dojo thread. It and its alignment may be changed by remaking the chosen weapon.

---

Bushido - Passive
Fitting for a clan of samurai, the Nanjirou are ingrained with a code of honor and pride before they even learn to speak. Due to carrying within them the blood and spirit of their lineage, the failure of oneself is seen as the failure of one's ancestry; to be the cause of such shame is not an option to them. The more a Nanjirou is pressured, the more of their Ancestry awakens.

Rank 1: The user gains +0.5 to all Secondary stats each time they lose 30% of their Max Hp, capping at +1.5 Secondaries.
Rank 2: The user is treated as having the Hidden Power ability (This does not require an abilities slot).
Rank 3: The user gains +0.5 to all Secondary stats each time they lose 15% Hp of their Max Hp, capping at +2 to their secondaries. So they gain a bonus at 85%/70%/55%/40%. If the user elects to fill one of their ability slots with Hidden Power, the cap is increased to +3. So they gain a bonus at 85%/70%/55%/40%/25%/10%.

Note(s):
- If the user has Hidden Power granted for free by a source which is not Bushido then the user is counted as having filled one of their ability slots with it even though the ability is not currently taking up an ability slot.

---

Wrath Seal - Activated Passive
The core of what separates a swordsman and a Nanjirou is their ties to their clan; the Nanjirou have the unique ability to invoke visions, emotions, and perhaps most importantly, techniques, of their predecessors. A misnomer, the Wrath Seal is a trance they enter that allows even a young Nanjirou to display advanced swordsmanship by channeling the power of an ancient grandmaster. This is no free power though; the trance is exhausting, and difficult to maintain during battle for an extended time.

Rank 1: Grants the user 1 Focus point upon activation and each round active. They may perform the Dancing Blade, Energy Slash and Vantage options.
Rank 2: Grants the user 2 Focus points upon activation and each round active. The user may now perform the Vorpal Edge option.
Rank 3: Grants the user 3 Focus points upon activation and each round active. The user may now perform the Lethality option.

One Focus point may be spent to add one of the following effects to a Slashing or Piercing attack;
  • Dancing Blade - The user may add +1 target to an attack. The user deals -10% damage for the remainder of the round; this stacks indefinitely each time used in the round.
  • Energy Slash - The attack does not count as Melee Contact.
  • Vantage - The user may attack a stealthed target that they failed an awareness check on at -5 accuracy.
  • Vorpal Edge - When Battoujutsu is used, it does not suffer from the damage penalty gained through the Dancing Blade or Uncanny Dodge Nanjirou skills.
  • Lethality - Doubles both the Critical buff limit and any Critical bonuses the user has, but halves the user's critical damage modifier.

Cost: 1 Ap to activate. 4% Max Cp/Rnd active

Notes:
- Unused Focus Points carry over to the next round, but cap out at a maximum of 5.
- Focus points modify an entire action, not just an individual hit.
- An attack may only be modified by a single Focus point (with the exception of a Spiritual Ancestral Weapon.)

---

Iaijutsu Mastery - Bloodline Fighting Style
Through many years of training, the Nanjirou have developed a code: "Wherever we may be, we must be prepared." With this code in mind, they have developed a stance to adjust to every situation. Their sword is constantly sheathed, and they may quickly draw it and redraw it. There are a number of variations but any skilled Nanjirou will have their fearsome Battoujutsu at the ready.

Rank 1: Jigen-ryu -- The user's Piercing and Slashing Taijutsu attacks with their weapon while in this stance do +5% more damage.
Rank 2: Mugai-ryu -- Taijutsu attacks done with this style are modded 0.25 AP faster (costs are still paid in full).
Rank 3: Kensei-ryu -- The user takes +15% Damage from all sources, however their class Evasion stat is considered High.

Special Action - The user may choose to only select the "dodge attack to sheath weapon" effect of this style without any of the other effects. If so, this does not take up the user's physical style.

Cost: 0.5 AP to enter stance.

Note:
- At all ranks, upon dodging an attack the user may sheath their weapon for no cost. This is considered a Smart Action, and will be done automatically.
- Can be used with -Any- Slashing or Piercing Weapon.
- No attack can be modded as if they cost less than 0.5 AP.
- While in the Kensei fighting style, the Nanjirou's damage buff cap is reduced to +25%. Additionally, any "beyond the cap" damage buffs they have are halved.

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Battoujutsu - D Rank Buffing Taijutsu
The infamous quickdraw technique of the Nanjirou. In the hands of a Nanjirou a sheathed blade is more dangerous than a drawn one, and in the blink of an eye they can unsheathe and strike at their enemies. With few people outside of shinobi having the necessary reflexes to react, the Nanjirou became famed for their "one-hit kill" swordsmanship.

Rank 1: The user equips a Slashing or Piercing weapon and attacks with a Taijutsu; If the attack rolls a critical, the modifier is increased to x2.1 Critical damage.
Rank 2: The user equips a Slashing or Piercing weapon and attacks with a Taijutsu with +1 Critical range; If the attack rolls a critical, the modifier is increased to x2.2 Critical damage.
Rank 3: The user equips a Slashing or Piercing weapon and attacks with a Taijutsu with +2 Critical range; If the attack rolls a critical, the modifier is increased to x2.3 Critical damage.

Cost: No Ap; increases the Cp/HP cost of the attack used with this by +30%.

Note:
- The weapon must be sheathed at the start of this attack.
- This attack cannot benefit for critical attack bonus' from any other source (such as Human Anatomy) put it can be stacked with Nanjirou's Ancestral Weapon.
- This may be used with and gain bonus' from Nanjirou's Lethality.
- Smart Action - The user will automatically default to using Battoujutsu when attempting to attack with a sheathed weapon when possible.

---

Temporized Slash - C Rank Bloodline Slashing/Piercing Taijutsu
When facing a Nanjirou, one should never let their guard down, even when they believe themselves to have the upperhand. A technique performed by sheathing their sword in invisible chakra and slashing, the Nanjirou seals the wound right away through the use of the chakra and causes it to go unnoticed by the victim until they choose to release the chakra and open the wound. Often seen involving the user passing by the enemy in an apparent miss...Until blood suddenly gushes from multiple wounds at once.

Rank 1: Deals 1170 damage at -1 Accuracy. Damage dealt by this technique may show up as either a miss or hidden action (user's choice).
Rank 2: Deals 1460 damage. Damage dealt by this technique may show up as either a miss or hidden action (user's choice). Additionally, the user may choose an additional attack used during the current round or the next to be modded similarly.
Rank 3: Deals 1825 damage at +1 Accuracy. Damage dealt by this technique may show up as either a miss or hidden action (user's choice). Additionally, the user may choose an additional 2 attacks used during the current round or the next to be modded similarly.

Cost:
Rank 1: 1.75 Ap, 350 Cp
Rank 2: 1.75 Ap, 420 Cp
Rank 3: 1.75 Ap, 480 Cp

Notes:
- Attacks chosen to be hidden/missed may only be Slashing or Piercing Taijutsu.
- Lasts until the end of the following round, at which point all 'stored' damage is dealt at once.
- A target cannot be affected by multiple uses of Temporized Slash at once. Being hit by this Jutsu while already affected releases any stored damage from the previous use.
- 'Stored' attacks make their initial to-hit check at the time of use as normal. However, damage is not dealt until the time it is 'released'.
- If a 'stored' attack inflicts an effect such as bleeding or a debuff, it is applied upon the initial hit as usual but is 'hidden' from the mod until stored damage is released.
- Attacks still break binds as usual, despite the damage not being applied at the time of the hit.

---

Uncanny Dodge - C-Rank Bloodline Taijutsu
There are few people whose raw speed and reflex can rival that of a Nanjirou swordsmaster. Their swiftness can seem unnatural, as if aided by some jutsu effect or other influence, but it is simply the result of their willpower to endure their clan's intense physical conditioning.

Rank 1: Once used, the user will auto-dodge the next level E-B Jutsu that hits them. The user may use a single Special Action.
Rank 2: Once used, the user will auto-dodge the next level E-A Jutsu that hits them. The user may use a single Special Action.
Rank 3: Once used, the user will auto-dodge the next level E-A Jutsu that hits them. The user may use both Special Actions.

Special Action - Razor's Reflex: Requires Wrath Seal to be active. The Nanjirou may spend a Focus point when using Uncanny Dodge to make a basic melee attack against the attacker, dealing damage equal to 20% of the attack's intended damage.

Special Action - Hidden Warrior: By paying 0.5 additional AP at the time (not at cast) the attack is auto-dodged, the Nanjirou may attempt to enter stealth at -1 stealth bonus.

Cost: 1 Ap; Cp equal to 30% of the triggering attack (CP cost is paid upon the triggering attack but the AP is paid on cast).

Note:
- This cannot be used reflexively. This must be cast before the attack they attempt to auto-dodge.
- This is an activated auto-dodge.
- May only be used once per round, even if Acrobatics is an owned ability.
- May use both special actions at rank 3, and only a single one at rank 2.
- After usage, the Nanjirou deals -20% damage for the remainder of the round.

---

Sword Trance - B-Rank Bloodline Buffing Taijutsu
Calling forth the spirits of their ancestors, the Nanjirou manifests their willpower and soul in a form of living blade that dances around them. To the eyes of a stranger, they would appear like gleaming steel that appeared out of thin air but for the Nanjirou, each and every single blade was once a part of their living bloodline, aiding them in their techniques - refining them with their wisdom.

Effect: The user generates a certain amount of Living Blades each round and the user may choose to expend 1 Living Blade into their Basic Attack, offensive Bloodline Technique or Slashing/Piercing Taijutsu to grant it an additional effect. If the user is equipped with their Ancestral Weapon at the time of cast, the Living Blade user gains the effect under their weapon's Alignment instead.
  • Base - Attacks done with a Living Blade gains it +2 Accuracy.
  • Spiritual - Attacks done with a Living Blade uses the target's Genjutsu Save instead of their usual Dodge in the roll, and may perform a single Wrath Seal action without requiring a focus point.
  • Holy - Attacks done with a Living Blade recovers the user's health by 175 / 275 / 400 / 550 / 675, scaling from the user's Out of Character Rank (D / C / B / A / S).
  • Cursed - Attacks done with a Living Blade will siphon 1% of the target's maximum Health and adds it to the user's Bloodlust Pool.
Rank 1: Generates 2 Living Blades.
Rank 2: Generates 3 Living Blades.
Rank 3: Generates 4 Living Blades.

Cost: 2.25 AP and 1% max HP to activate, 1% max HP/round to maintain.

Notes:
- Lasts for 3 rounds and has a round cooldown after the end of the duration.
- The user can only hold up to 6 Living Blades at a time.
- The Light/Dark versions do not stack if used with an attack hitting multiple targets at once. Light will only heal the user once per attack, and the Dark variant will only add the highest damage dealt amount to the user's Bloodlust Pool.

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Crescent Arc - B-Rank Bloodline Slashing/Piercing Taijutsu
The Nanjirou's mastery over their body is paralleled by the mastery they have over their own mind. Able to feel their own bodily energies they are able to harness their spiritual wrath tangibly. They release an arc of energy from their sword from afar. This pure energy is disruptive to the chakra coils in their opponent, often exhausting their adversaries long before they achieve victory.

Rank 1: The user strikes once dealing 825 Taijutsu damage and an additional 825 chakra damage.
Rank 2: The user strikes once dealing 980 Taijutsu damage at +1 Accuracy and an additional 980 chakra damage.
Rank 3: The user strikes once dealing 1,165 Taijutsu damage at +2 Accuracy and an additional 1,165 chakra damage.

Special Action: For -1 to the attack's accuracy this attack may target a second target. This may stack up to three times.

Cost:
Rank 1: 2.25 Ap, 655 Cp
Rank 2: 2.25 Ap, 780 Cp
Rank 3: 2.25 Ap, 885 Cp

Notes:
- Can be used with Melee or Ranged Accuracy.
- If used with Ranged Accuracy, this attack has a second chance to hit if the initial use was a miss; this can only occur once per round. This energy strike deals 80% normal damage at -3 Accuracy.

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Tsubame Gaeshi - A-Rank Bloodline Slashing/Piercing Taijutsu
In a single decisive strike fabled to never miss, a Nanjirou can take down a weakened foe. The voices from their ancestors call out the them and some say that they can see the face of these ancient warriors in place of the man living this day or that their hands guide the blade of their descendant. The strike is the pinnacle of swordsmanship, and so powerful it cleanly splits solid stone.

Rank 1: At + 3 accuracy the Nanjirou attempts to strike down a single target dealing 2650 damage. This attack cannot target a clone or an unintended target.
Rank 2: At + 3 accuracy the Nanjirou attempts to strike down a single target dealing 3050 damage. This attack cannot target a clone or an unintended target and cannot be auto-dodged.
Rank 3: At + 3 accuracy the Nanjirou attempts to strike down a single target dealing 3505 damage. This attack cannot target a clone or an unintended target, cannot be auto-dodged and can target an opponent in stealth as if they were regularly targeting an opponent (but this is done at -3 accuracy).

Cost:
Rank 1: 2.75 Ap, 1400 Cp
Rank 2: 2.75 Ap, 1750 Cp
Rank 3: 2.75 Ap, 2100 Cp

Notes:
- May only be used once per round.
- If the opponent was in stealth when they were hit with this attack, this attack does not take them out of stealth but they would take the full damage of this attack.

Weapon(s):
Weapons Galore purchase link: (If bought)


[/list]

Equipment:

Curse Seal(s):
Cursed Seal RP Thread: From Where I Stand: Sharing My Strength
Cursed Seal - Regenerate 8% Max CP per round, but cannot recover CP through any other method while the Cursed Seal is active.

Cursed Seal - Stage 2 (Heaven) - +2 All secondaries, +10% All Damage types, all chakra costs -10% and CP/HP cost of Stage 2 is increased to 12 per round.

Contracts:
Contract name:
Contract Approval link:

  • <Insert Class Name>
  • HP: (Creature's Mod 1 + User's Level) x User's Chakra Control
  • CP: (Creature's Mod 2 + User's Level) x User's Chakra Control
  • Class Bonus:
  • High:
  • Average:
  • Low:
Jutsu Sub-types:
1.
2.
3.
Jutsu List: (unlocked based on your summons rank.
4 E-Rank:
4 D-Rank:
4 C-Rank:
4 B-Rank:
6 A-Rank:
Abilities:
1.
2.(Unlocked at B-rank)
3.(Unlocked at S-rank)
Specialized Ability:
(paste code found under your contract's information here)

Kinjutsu:
Kinjutsu Name:Namehere
Kinjutsu Approval Link:
Kinjutsu path(s) Approval links:
(Please copy paste any completed paths, your kinjutsu code, or any other relevant information to your Kinjutsu so that it is easily accessible.)

Ability Card Activate! (Purchase Link):
Fire - Chakra Style
Roleplay: The Winds of Change: Soul Resonance

Changing my Class (due to Kinjutsu Approval) - Making use of my Class Point Card (Grants the user 2 additional Class Points):
  • <木ノ葉の黒鬼 Konoha no Kuroki (Black Demon of the Leaf)>
    HP: (60+lvl) x stamina
    CP: (40+lvl) x chakra control
    Class Bonus: Kinjutsu Option, +10% Chance of inflicting Bleeding
    High: Melee Accuracy
    Average: Genjutsu Save, Dodge, Genjutsu DC
    Low: Ranged Accuracy, Ninjutsu Accuracy
  • Character class approval: N/A
  • Class point card ASP purchase: N/A

Since Abomination (Kinjutsu) makes my 6th Ability Cursed Seal not take a slot, here's an application for a new 6th Ability:

6. Clarity
Roleplay: A Molten Core
 
Last edited:
Dojo Code:

  • Character class:
  • <Violet Swordsman>
    HP: (60+lvl) x stamina
    CP: (40+lvl) x chakra control
    Class Bonus: +4 Hp and Cp Mod
    High: Melee Accuracy
    Average: Genjutsu Save, Dodge, Genjutsu DC
    Low: Ranged Accuracy, Ninjutsu Accuracy
  • Character class approval: N/A
  • Class point card ASP purchase: N/A
Abilities:
1. Quickdraw
Roleplay: Every Ninja Walks On Water

2. Calm Mind
Roleplay: Every Ninja Walks On Water

3. Healing Factor
Roleplay: Every Ninja Walks On Water

4. Initiative
Roleplay: [Examination] Team Red

5. Combo Master
Roleplay: Teketeke

6. Cursed Seal - Regenerate 8% Max CP per round, but cannot recover CP through any other method while the Cursed Seal is active.
Cursed Seal RP Thread: From Where I Stand: Sharing My Strength

7. Cursed Seal - Stage 2 - +2 All secondaries, +10% All Damage types, all chakra costs -10% and CP/HP cost of Stage 2 is increased to 12 per round.
Additional Cursed Seal RP Post (for Stage 2): From Where I Stand: Sharing My Strength (My 3rd Post)

Shinobi 101 - Kinesis Ninjutsu uses Melee Accuracy

Core Ability/Bloodline:
Nanjirou
Current Power Level: 1185
Approved In Character Creation
Nanjirou
Nanjirou.jpg

A distinct clan of samurai that has been the source of some of the greatest swordmasters throughout the land. Renown for the lethal finesse they display in their sword fighting with some of the most ancient blades, a Nanjirou is said to come of age only when their ancestry awakens within them; gifting them with spiritual link to their ancestors that can be evoked to display advanced techniques honed through generations of experience.

Note: All techniques and buffs from this Bloodline are considered Spiritual/Dark/Light based on their Ancestral Weapon.

084 PL - Ancestral Weapon (Rank One)/Bushido (Rank One)
168 PL - Wrath Seal (Rank One)
252 PL - Iaijutsu Mastery (Rank One)
336 PL - Battoujutsu (Rank One)
420 PL - Ancestral Weapon (Rank Two)
504 PL - Iaijutsu Mastery (Rank Two)
588 PL - Bushido (Rank Two) / Temporized Slash (Rank One)
672 PL - Wrath Seal (Rank Two) / Uncanny Dodge (Rank One)
756 PL - Ancestral Weapon (Rank Three) / Battoujutsu (Rank Two)
840 PL - Iaijutsu Mastery (Rank Three) / Temporized Slash (Rank Two)
924 PL - Uncanny Dodge (Rank Two)
1008 PL - Wrath Seal (Rank Three) / Temporized Slash (Rank Three)
1092 PL - Bushido (Rank Three) / Uncanny Dodge (Rank Three)
1176 PL - Battoujutsu (Rank Three)
1260 PL - Sword Trance (Rank One)
1344 PL - Crescent Arc (Rank One)
1428 PL - Sword Trance (Rank Two)
1512 PL - Tsubame Gaeshi (Rank One)
1596 PL - Sword Trance (Rank Three) / Crescent Arc (Rank Two)
1680 PL - Crescent Arc (Rank Three) / Tsubame Gaeshi (Rank Two)
1764 PL - Tsubame Gaeshi (Rank Three)

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Ancestral Weapon - Passive
The Nanjirou believe that the best ending to their life is to be as they lived; paired with a blade. Their remains are used in the forging and reforging of blades both new and old, quite literally infusing a part of them into their swords. It is for this reason that their are a myriad of unique weapons in the clan, each with their own history and displaying traits of those who came before. Many blades have a spirit within of one of their ancestors that serves as a guide to the Nanjirou as they live their life and grow in power.

Rank 1: Upon gaining this bloodline the user must designate a single Slashing or Piercing weapon as their Ancestral Weapon. Attacks made with this weapon gain one of the following alignments and the associated effect;
  • Spiritual Twice per round, the user may perform two Wrath Seal actions to the same attack with this weapon. Both require a focus point.
  • Holy The weapon protects the user against the first 175/275/400/550/675 damage that hits the wielder each round, increasing with the user's out of character rank D/C/B/A/S.
  • Cursed Each round the user's Ancestral Weapon siphons 1% of their maximum health into a special Bloodlust Pool. Whenever the user performs a Taijutsu with their Ancestral Weapon, for free, they may choose to spend Bloodlust as well which increases the base damage of their attack by an equal amount to a maximum of +500 Base Damage.
    • The Bloodlust Pool has no maximum cap and cannot be affected in any form other than spending or adding Bloodlust.
Rank 2: The Ancestral Weapon gains +1 Critical.
Rank 3: Critical bonus from Rank 2 no longer applies to caps.

Note:
- The user may only have a single Ancestral Weapon.
- The flavor regarding having an ancestral spirit within the weapon is still subject to the ghost NPC rules.
- The Ancestral Weapon must be stated in their Dojo thread. It and its alignment may be changed by remaking the chosen weapon.

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Bushido - Passive
Fitting for a clan of samurai, the Nanjirou are ingrained with a code of honor and pride before they even learn to speak. Due to carrying within them the blood and spirit of their lineage, the failure of oneself is seen as the failure of one's ancestry; to be the cause of such shame is not an option to them. The more a Nanjirou is pressured, the more of their Ancestry awakens.

Rank 1: The user gains +0.5 to all Secondary stats each time they lose 30% of their Max Hp, capping at +1.5 Secondaries.
Rank 2: The user is treated as having the Hidden Power ability (This does not require an abilities slot).
Rank 3: The user gains +0.5 to all Secondary stats each time they lose 15% Hp of their Max Hp, capping at +2 to their secondaries. So they gain a bonus at 85%/70%/55%/40%. If the user elects to fill one of their ability slots with Hidden Power, the cap is increased to +3. So they gain a bonus at 85%/70%/55%/40%/25%/10%.

Note(s):
- If the user has Hidden Power granted for free by a source which is not Bushido then the user is counted as having filled one of their ability slots with it even though the ability is not currently taking up an ability slot.

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Wrath Seal - Activated Passive
The core of what separates a swordsman and a Nanjirou is their ties to their clan; the Nanjirou have the unique ability to invoke visions, emotions, and perhaps most importantly, techniques, of their predecessors. A misnomer, the Wrath Seal is a trance they enter that allows even a young Nanjirou to display advanced swordsmanship by channeling the power of an ancient grandmaster. This is no free power though; the trance is exhausting, and difficult to maintain during battle for an extended time.

Rank 1: Grants the user 1 Focus point upon activation and each round active. They may perform the Dancing Blade, Energy Slash and Vantage options.
Rank 2: Grants the user 2 Focus points upon activation and each round active. The user may now perform the Vorpal Edge option.
Rank 3: Grants the user 3 Focus points upon activation and each round active. The user may now perform the Lethality option.

One Focus point may be spent to add one of the following effects to a Slashing or Piercing attack;
  • Dancing Blade - The user may add +1 target to an attack. The user deals -10% damage for the remainder of the round; this stacks indefinitely each time used in the round.
  • Energy Slash - The attack does not count as Melee Contact.
  • Vantage - The user may attack a stealthed target that they failed an awareness check on at -5 accuracy.
  • Vorpal Edge - When Battoujutsu is used, it does not suffer from the damage penalty gained through the Dancing Blade or Uncanny Dodge Nanjirou skills.
  • Lethality - Doubles both the Critical buff limit and any Critical bonuses the user has, but halves the user's critical damage modifier.

Cost: 1 Ap to activate. 4% Max Cp/Rnd active

Notes:
- Unused Focus Points carry over to the next round, but cap out at a maximum of 5.
- Focus points modify an entire action, not just an individual hit.
- An attack may only be modified by a single Focus point (with the exception of a Spiritual Ancestral Weapon.)

---

Iaijutsu Mastery - Bloodline Fighting Style
Through many years of training, the Nanjirou have developed a code: "Wherever we may be, we must be prepared." With this code in mind, they have developed a stance to adjust to every situation. Their sword is constantly sheathed, and they may quickly draw it and redraw it. There are a number of variations but any skilled Nanjirou will have their fearsome Battoujutsu at the ready.

Rank 1: Jigen-ryu -- The user's Piercing and Slashing Taijutsu attacks with their weapon while in this stance do +5% more damage.
Rank 2: Mugai-ryu -- Taijutsu attacks done with this style are modded 0.25 AP faster (costs are still paid in full).
Rank 3: Kensei-ryu -- The user takes +15% Damage from all sources, however their class Evasion stat is considered High.

Special Action - The user may choose to only select the "dodge attack to sheath weapon" effect of this style without any of the other effects. If so, this does not take up the user's physical style.

Cost: 0.5 AP to enter stance.

Note:
- At all ranks, upon dodging an attack the user may sheath their weapon for no cost. This is considered a Smart Action, and will be done automatically.
- Can be used with -Any- Slashing or Piercing Weapon.
- No attack can be modded as if they cost less than 0.5 AP.
- While in the Kensei fighting style, the Nanjirou's damage buff cap is reduced to +25%. Additionally, any "beyond the cap" damage buffs they have are halved.

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Battoujutsu - D Rank Buffing Taijutsu
The infamous quickdraw technique of the Nanjirou. In the hands of a Nanjirou a sheathed blade is more dangerous than a drawn one, and in the blink of an eye they can unsheathe and strike at their enemies. With few people outside of shinobi having the necessary reflexes to react, the Nanjirou became famed for their "one-hit kill" swordsmanship.

Rank 1: The user equips a Slashing or Piercing weapon and attacks with a Taijutsu; If the attack rolls a critical, the modifier is increased to x2.1 Critical damage.
Rank 2: The user equips a Slashing or Piercing weapon and attacks with a Taijutsu with +1 Critical range; If the attack rolls a critical, the modifier is increased to x2.2 Critical damage.
Rank 3: The user equips a Slashing or Piercing weapon and attacks with a Taijutsu with +2 Critical range; If the attack rolls a critical, the modifier is increased to x2.3 Critical damage.

Cost: No Ap; increases the Cp/HP cost of the attack used with this by +30%.

Note:
- The weapon must be sheathed at the start of this attack.
- This attack cannot benefit for critical attack bonus' from any other source (such as Human Anatomy) put it can be stacked with Nanjirou's Ancestral Weapon.
- This may be used with and gain bonus' from Nanjirou's Lethality.
- Smart Action - The user will automatically default to using Battoujutsu when attempting to attack with a sheathed weapon when possible.

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Temporized Slash - C Rank Bloodline Slashing/Piercing Taijutsu
When facing a Nanjirou, one should never let their guard down, even when they believe themselves to have the upperhand. A technique performed by sheathing their sword in invisible chakra and slashing, the Nanjirou seals the wound right away through the use of the chakra and causes it to go unnoticed by the victim until they choose to release the chakra and open the wound. Often seen involving the user passing by the enemy in an apparent miss...Until blood suddenly gushes from multiple wounds at once.

Rank 1: Deals 1170 damage at -1 Accuracy. Damage dealt by this technique may show up as either a miss or hidden action (user's choice).
Rank 2: Deals 1460 damage. Damage dealt by this technique may show up as either a miss or hidden action (user's choice). Additionally, the user may choose an additional attack used during the current round or the next to be modded similarly.
Rank 3: Deals 1825 damage at +1 Accuracy. Damage dealt by this technique may show up as either a miss or hidden action (user's choice). Additionally, the user may choose an additional 2 attacks used during the current round or the next to be modded similarly.

Cost:
Rank 1: 1.75 Ap, 350 Cp
Rank 2: 1.75 Ap, 420 Cp
Rank 3: 1.75 Ap, 480 Cp

Notes:
- Attacks chosen to be hidden/missed may only be Slashing or Piercing Taijutsu.
- Lasts until the end of the following round, at which point all 'stored' damage is dealt at once.
- A target cannot be affected by multiple uses of Temporized Slash at once. Being hit by this Jutsu while already affected releases any stored damage from the previous use.
- 'Stored' attacks make their initial to-hit check at the time of use as normal. However, damage is not dealt until the time it is 'released'.
- If a 'stored' attack inflicts an effect such as bleeding or a debuff, it is applied upon the initial hit as usual but is 'hidden' from the mod until stored damage is released.
- Attacks still break binds as usual, despite the damage not being applied at the time of the hit.

---

Uncanny Dodge - C-Rank Bloodline Taijutsu
There are few people whose raw speed and reflex can rival that of a Nanjirou swordsmaster. Their swiftness can seem unnatural, as if aided by some jutsu effect or other influence, but it is simply the result of their willpower to endure their clan's intense physical conditioning.

Rank 1: Once used, the user will auto-dodge the next level E-B Jutsu that hits them. The user may use a single Special Action.
Rank 2: Once used, the user will auto-dodge the next level E-A Jutsu that hits them. The user may use a single Special Action.
Rank 3: Once used, the user will auto-dodge the next level E-A Jutsu that hits them. The user may use both Special Actions.

Special Action - Razor's Reflex: Requires Wrath Seal to be active. The Nanjirou may spend a Focus point when using Uncanny Dodge to make a basic melee attack against the attacker, dealing damage equal to 20% of the attack's intended damage.

Special Action - Hidden Warrior: By paying 0.5 additional AP at the time (not at cast) the attack is auto-dodged, the Nanjirou may attempt to enter stealth at -1 stealth bonus.

Cost: 1 Ap; Cp equal to 30% of the triggering attack (CP cost is paid upon the triggering attack but the AP is paid on cast).

Note:
- This cannot be used reflexively. This must be cast before the attack they attempt to auto-dodge.
- This is an activated auto-dodge.
- May only be used once per round, even if Acrobatics is an owned ability.
- May use both special actions at rank 3, and only a single one at rank 2.
- After usage, the Nanjirou deals -20% damage for the remainder of the round.

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Sword Trance - B-Rank Bloodline Buffing Taijutsu
Calling forth the spirits of their ancestors, the Nanjirou manifests their willpower and soul in a form of living blade that dances around them. To the eyes of a stranger, they would appear like gleaming steel that appeared out of thin air but for the Nanjirou, each and every single blade was once a part of their living bloodline, aiding them in their techniques - refining them with their wisdom.

Effect: The user generates a certain amount of Living Blades each round and the user may choose to expend 1 Living Blade into their Basic Attack, offensive Bloodline Technique or Slashing/Piercing Taijutsu to grant it an additional effect. If the user is equipped with their Ancestral Weapon at the time of cast, the Living Blade user gains the effect under their weapon's Alignment instead.
  • Base - Attacks done with a Living Blade gains it +2 Accuracy.
  • Spiritual - Attacks done with a Living Blade uses the target's Genjutsu Save instead of their usual Dodge in the roll, and may perform a single Wrath Seal action without requiring a focus point.
  • Holy - Attacks done with a Living Blade recovers the user's health by 175 / 275 / 400 / 550 / 675, scaling from the user's Out of Character Rank (D / C / B / A / S).
  • Cursed - Attacks done with a Living Blade will siphon 1% of the target's maximum Health and adds it to the user's Bloodlust Pool.
Rank 1: Generates 2 Living Blades.
Rank 2: Generates 3 Living Blades.
Rank 3: Generates 4 Living Blades.

Cost: 2.25 AP and 1% max HP to activate, 1% max HP/round to maintain.

Notes:
- Lasts for 3 rounds and has a round cooldown after the end of the duration.
- The user can only hold up to 6 Living Blades at a time.
- The Light/Dark versions do not stack if used with an attack hitting multiple targets at once. Light will only heal the user once per attack, and the Dark variant will only add the highest damage dealt amount to the user's Bloodlust Pool.

---

Crescent Arc - B-Rank Bloodline Slashing/Piercing Taijutsu
The Nanjirou's mastery over their body is paralleled by the mastery they have over their own mind. Able to feel their own bodily energies they are able to harness their spiritual wrath tangibly. They release an arc of energy from their sword from afar. This pure energy is disruptive to the chakra coils in their opponent, often exhausting their adversaries long before they achieve victory.

Rank 1: The user strikes once dealing 825 Taijutsu damage and an additional 825 chakra damage.
Rank 2: The user strikes once dealing 980 Taijutsu damage at +1 Accuracy and an additional 980 chakra damage.
Rank 3: The user strikes once dealing 1,165 Taijutsu damage at +2 Accuracy and an additional 1,165 chakra damage.

Special Action: For -1 to the attack's accuracy this attack may target a second target. This may stack up to three times.

Cost:
Rank 1: 2.25 Ap, 655 Cp
Rank 2: 2.25 Ap, 780 Cp
Rank 3: 2.25 Ap, 885 Cp

Notes:
- Can be used with Melee or Ranged Accuracy.
- If used with Ranged Accuracy, this attack has a second chance to hit if the initial use was a miss; this can only occur once per round. This energy strike deals 80% normal damage at -3 Accuracy.

---

Tsubame Gaeshi - A-Rank Bloodline Slashing/Piercing Taijutsu
In a single decisive strike fabled to never miss, a Nanjirou can take down a weakened foe. The voices from their ancestors call out the them and some say that they can see the face of these ancient warriors in place of the man living this day or that their hands guide the blade of their descendant. The strike is the pinnacle of swordsmanship, and so powerful it cleanly splits solid stone.

Rank 1: At + 3 accuracy the Nanjirou attempts to strike down a single target dealing 2650 damage. This attack cannot target a clone or an unintended target.
Rank 2: At + 3 accuracy the Nanjirou attempts to strike down a single target dealing 3050 damage. This attack cannot target a clone or an unintended target and cannot be auto-dodged.
Rank 3: At + 3 accuracy the Nanjirou attempts to strike down a single target dealing 3505 damage. This attack cannot target a clone or an unintended target, cannot be auto-dodged and can target an opponent in stealth as if they were regularly targeting an opponent (but this is done at -3 accuracy).

Cost:
Rank 1: 2.75 Ap, 1400 Cp
Rank 2: 2.75 Ap, 1750 Cp
Rank 3: 2.75 Ap, 2100 Cp

Notes:
- May only be used once per round.
- If the opponent was in stealth when they were hit with this attack, this attack does not take them out of stealth but they would take the full damage of this attack.

Weapon(s):
Weapons Galore purchase link: (If bought)


[/list]

Equipment:

Curse Seal(s):
Cursed Seal RP Thread: From Where I Stand: Sharing My Strength
Cursed Seal - Regenerate 8% Max CP per round, but cannot recover CP through any other method while the Cursed Seal is active.

Cursed Seal - Stage 2 (Heaven) - +2 All secondaries, +10% All Damage types, all chakra costs -10% and CP/HP cost of Stage 2 is increased to 12 per round.

Contracts:
Contract name:
Contract Approval link:

  • <Insert Class Name>
  • HP: (Creature's Mod 1 + User's Level) x User's Chakra Control
  • CP: (Creature's Mod 2 + User's Level) x User's Chakra Control
  • Class Bonus:
  • High:
  • Average:
  • Low:
Jutsu Sub-types:
1.
2.
3.
Jutsu List: (unlocked based on your summons rank.
4 E-Rank:
4 D-Rank:
4 C-Rank:
4 B-Rank:
6 A-Rank:
Abilities:
1.
2.(Unlocked at B-rank)
3.(Unlocked at S-rank)
Specialized Ability:
(paste code found under your contract's information here)

Kinjutsu:
Kinjutsu Name:Namehere
Kinjutsu Approval Link:
Kinjutsu path(s) Approval links:
(Please copy paste any completed paths, your kinjutsu code, or any other relevant information to your Kinjutsu so that it is easily accessible.)

Ability Card Activate! (Purchase Link):
Fire - Chakra Style
Roleplay: The Winds of Change: Soul Resonance

Changing my Class (due to Kinjutsu Approval) - Making use of my Class Point Card (Grants the user 2 additional Class Points):
  • <木ノ葉の黒鬼 Konoha no Kuroki (Black Demon of the Leaf)>
    HP: (60+lvl) x stamina
    CP: (40+lvl) x chakra control
    Class Bonus: Kinjutsu Option, +10% Chance of inflicting Bleeding
    High: Melee Accuracy
    Average: Genjutsu Save, Dodge, Genjutsu DC
    Low: Ranged Accuracy, Ninjutsu Accuracy
  • Character class approval: N/A
  • Class point card ASP purchase: N/A

Since Abomination (Kinjutsu) makes my 6th Ability Cursed Seal not take a slot, here's an application for a new 6th Ability:

6. Clarity
Roleplay: A Molten Core
Approved!
 
Dojo Code:

  • <木ノ葉の黒鬼 Konoha no Kuroki (Black Demon of the Leaf)>
    HP: (60+lvl) x stamina
    CP: (40+lvl) x chakra control
    Class Bonus: Kinjutsu Option, +10% Chance of inflicting Bleeding
    High: Melee Accuracy
    Average: Genjutsu Save, Dodge, Genjutsu DC
    Low: Ranged Accuracy, Ninjutsu Accuracy
  • Character class approval: N/A
  • Class point card ASP purchase: N/A
Abilities:
1. Quickdraw
Roleplay: Every Ninja Walks On Water

2. Calm Mind
Roleplay: Every Ninja Walks On Water

3. Healing Factor
Roleplay: Every Ninja Walks On Water

4. Initiative
Roleplay: [Examination] Team Red

5. Combo Master
Roleplay: Teketeke

6. Clarity
Roleplay: A Molten Core

7. Cursed Seal - Stage 2 - +2 All secondaries, +10% All Damage types, all chakra costs -10% and CP/HP cost of Stage 2 is increased to 12 per round.
Additional Cursed Seal RP Post (for Stage 2): From Where I Stand: Sharing My Strength (My 3rd Post)

Shinobi 101 - Kinesis Ninjutsu uses Melee Accuracy

ASP. Fire - Chakra Style
Roleplay: The Winds of Change: Soul Resonance

Core Ability/Bloodline:
Nanjirou
Current Power Level: 1185
Approved In Character Creation
Nanjirou
Nanjirou.jpg

A distinct clan of samurai that has been the source of some of the greatest swordmasters throughout the land. Renown for the lethal finesse they display in their sword fighting with some of the most ancient blades, a Nanjirou is said to come of age only when their ancestry awakens within them; gifting them with spiritual link to their ancestors that can be evoked to display advanced techniques honed through generations of experience.

Note: All techniques and buffs from this Bloodline are considered Spiritual/Dark/Light based on their Ancestral Weapon.

084 PL - Ancestral Weapon (Rank One)/Bushido (Rank One)
168 PL - Wrath Seal (Rank One)
252 PL - Iaijutsu Mastery (Rank One)
336 PL - Battoujutsu (Rank One)
420 PL - Ancestral Weapon (Rank Two)
504 PL - Iaijutsu Mastery (Rank Two)
588 PL - Bushido (Rank Two) / Temporized Slash (Rank One)
672 PL - Wrath Seal (Rank Two) / Uncanny Dodge (Rank One)
756 PL - Ancestral Weapon (Rank Three) / Battoujutsu (Rank Two)
840 PL - Iaijutsu Mastery (Rank Three) / Temporized Slash (Rank Two)
924 PL - Uncanny Dodge (Rank Two)
1008 PL - Wrath Seal (Rank Three) / Temporized Slash (Rank Three)
1092 PL - Bushido (Rank Three) / Uncanny Dodge (Rank Three)
1176 PL - Battoujutsu (Rank Three)
1260 PL - Sword Trance (Rank One)
1344 PL - Crescent Arc (Rank One)
1428 PL - Sword Trance (Rank Two)
1512 PL - Tsubame Gaeshi (Rank One)
1596 PL - Sword Trance (Rank Three) / Crescent Arc (Rank Two)
1680 PL - Crescent Arc (Rank Three) / Tsubame Gaeshi (Rank Two)
1764 PL - Tsubame Gaeshi (Rank Three)

---

Ancestral Weapon - Passive
The Nanjirou believe that the best ending to their life is to be as they lived; paired with a blade. Their remains are used in the forging and reforging of blades both new and old, quite literally infusing a part of them into their swords. It is for this reason that their are a myriad of unique weapons in the clan, each with their own history and displaying traits of those who came before. Many blades have a spirit within of one of their ancestors that serves as a guide to the Nanjirou as they live their life and grow in power.

Rank 1: Upon gaining this bloodline the user must designate a single Slashing or Piercing weapon as their Ancestral Weapon. Attacks made with this weapon gain one of the following alignments and the associated effect;
  • Spiritual Twice per round, the user may perform two Wrath Seal actions to the same attack with this weapon. Both require a focus point.
  • Holy The weapon protects the user against the first 175/275/400/550/675 damage that hits the wielder each round, increasing with the user's out of character rank D/C/B/A/S.
  • Cursed Each round the user's Ancestral Weapon siphons 1% of their maximum health into a special Bloodlust Pool. Whenever the user performs a Taijutsu with their Ancestral Weapon, for free, they may choose to spend Bloodlust as well which increases the base damage of their attack by an equal amount to a maximum of +500 Base Damage.
    • The Bloodlust Pool has no maximum cap and cannot be affected in any form other than spending or adding Bloodlust.
Rank 2: The Ancestral Weapon gains +1 Critical.
Rank 3: Critical bonus from Rank 2 no longer applies to caps.

Note:
- The user may only have a single Ancestral Weapon.
- The flavor regarding having an ancestral spirit within the weapon is still subject to the ghost NPC rules.
- The Ancestral Weapon must be stated in their Dojo thread. It and its alignment may be changed by remaking the chosen weapon.

---

Bushido - Passive
Fitting for a clan of samurai, the Nanjirou are ingrained with a code of honor and pride before they even learn to speak. Due to carrying within them the blood and spirit of their lineage, the failure of oneself is seen as the failure of one's ancestry; to be the cause of such shame is not an option to them. The more a Nanjirou is pressured, the more of their Ancestry awakens.

Rank 1: The user gains +0.5 to all Secondary stats each time they lose 30% of their Max Hp, capping at +1.5 Secondaries.
Rank 2: The user is treated as having the Hidden Power ability (This does not require an abilities slot).
Rank 3: The user gains +0.5 to all Secondary stats each time they lose 15% Hp of their Max Hp, capping at +2 to their secondaries. So they gain a bonus at 85%/70%/55%/40%. If the user elects to fill one of their ability slots with Hidden Power, the cap is increased to +3. So they gain a bonus at 85%/70%/55%/40%/25%/10%.

Note(s):
- If the user has Hidden Power granted for free by a source which is not Bushido then the user is counted as having filled one of their ability slots with it even though the ability is not currently taking up an ability slot.

---

Wrath Seal - Activated Passive
The core of what separates a swordsman and a Nanjirou is their ties to their clan; the Nanjirou have the unique ability to invoke visions, emotions, and perhaps most importantly, techniques, of their predecessors. A misnomer, the Wrath Seal is a trance they enter that allows even a young Nanjirou to display advanced swordsmanship by channeling the power of an ancient grandmaster. This is no free power though; the trance is exhausting, and difficult to maintain during battle for an extended time.

Rank 1: Grants the user 1 Focus point upon activation and each round active. They may perform the Dancing Blade, Energy Slash and Vantage options.
Rank 2: Grants the user 2 Focus points upon activation and each round active. The user may now perform the Vorpal Edge option.
Rank 3: Grants the user 3 Focus points upon activation and each round active. The user may now perform the Lethality option.

One Focus point may be spent to add one of the following effects to a Slashing or Piercing attack;
  • Dancing Blade - The user may add +1 target to an attack. The user deals -10% damage for the remainder of the round; this stacks indefinitely each time used in the round.
  • Energy Slash - The attack does not count as Melee Contact.
  • Vantage - The user may attack a stealthed target that they failed an awareness check on at -5 accuracy.
  • Vorpal Edge - When Battoujutsu is used, it does not suffer from the damage penalty gained through the Dancing Blade or Uncanny Dodge Nanjirou skills.
  • Lethality - Doubles both the Critical buff limit and any Critical bonuses the user has, but halves the user's critical damage modifier.

Cost: 1 Ap to activate. 4% Max Cp/Rnd active

Notes:
- Unused Focus Points carry over to the next round, but cap out at a maximum of 5.
- Focus points modify an entire action, not just an individual hit.
- An attack may only be modified by a single Focus point (with the exception of a Spiritual Ancestral Weapon.)

---

Iaijutsu Mastery - Bloodline Fighting Style
Through many years of training, the Nanjirou have developed a code: "Wherever we may be, we must be prepared." With this code in mind, they have developed a stance to adjust to every situation. Their sword is constantly sheathed, and they may quickly draw it and redraw it. There are a number of variations but any skilled Nanjirou will have their fearsome Battoujutsu at the ready.

Rank 1: Jigen-ryu -- The user's Piercing and Slashing Taijutsu attacks with their weapon while in this stance do +5% more damage.
Rank 2: Mugai-ryu -- Taijutsu attacks done with this style are modded 0.25 AP faster (costs are still paid in full).
Rank 3: Kensei-ryu -- The user takes +15% Damage from all sources, however their class Evasion stat is considered High.

Special Action - The user may choose to only select the "dodge attack to sheath weapon" effect of this style without any of the other effects. If so, this does not take up the user's physical style.

Cost: 0.5 AP to enter stance.

Note:
- At all ranks, upon dodging an attack the user may sheath their weapon for no cost. This is considered a Smart Action, and will be done automatically.
- Can be used with -Any- Slashing or Piercing Weapon.
- No attack can be modded as if they cost less than 0.5 AP.
- While in the Kensei fighting style, the Nanjirou's damage buff cap is reduced to +25%. Additionally, any "beyond the cap" damage buffs they have are halved.

---

Battoujutsu - D Rank Buffing Taijutsu
The infamous quickdraw technique of the Nanjirou. In the hands of a Nanjirou a sheathed blade is more dangerous than a drawn one, and in the blink of an eye they can unsheathe and strike at their enemies. With few people outside of shinobi having the necessary reflexes to react, the Nanjirou became famed for their "one-hit kill" swordsmanship.

Rank 1: The user equips a Slashing or Piercing weapon and attacks with a Taijutsu; If the attack rolls a critical, the modifier is increased to x2.1 Critical damage.
Rank 2: The user equips a Slashing or Piercing weapon and attacks with a Taijutsu with +1 Critical range; If the attack rolls a critical, the modifier is increased to x2.2 Critical damage.
Rank 3: The user equips a Slashing or Piercing weapon and attacks with a Taijutsu with +2 Critical range; If the attack rolls a critical, the modifier is increased to x2.3 Critical damage.

Cost: No Ap; increases the Cp/HP cost of the attack used with this by +30%.

Note:
- The weapon must be sheathed at the start of this attack.
- This attack cannot benefit for critical attack bonus' from any other source (such as Human Anatomy) put it can be stacked with Nanjirou's Ancestral Weapon.
- This may be used with and gain bonus' from Nanjirou's Lethality.
- Smart Action - The user will automatically default to using Battoujutsu when attempting to attack with a sheathed weapon when possible.

---

Temporized Slash - C Rank Bloodline Slashing/Piercing Taijutsu
When facing a Nanjirou, one should never let their guard down, even when they believe themselves to have the upperhand. A technique performed by sheathing their sword in invisible chakra and slashing, the Nanjirou seals the wound right away through the use of the chakra and causes it to go unnoticed by the victim until they choose to release the chakra and open the wound. Often seen involving the user passing by the enemy in an apparent miss...Until blood suddenly gushes from multiple wounds at once.

Rank 1: Deals 1170 damage at -1 Accuracy. Damage dealt by this technique may show up as either a miss or hidden action (user's choice).
Rank 2: Deals 1460 damage. Damage dealt by this technique may show up as either a miss or hidden action (user's choice). Additionally, the user may choose an additional attack used during the current round or the next to be modded similarly.
Rank 3: Deals 1825 damage at +1 Accuracy. Damage dealt by this technique may show up as either a miss or hidden action (user's choice). Additionally, the user may choose an additional 2 attacks used during the current round or the next to be modded similarly.

Cost:
Rank 1: 1.75 Ap, 350 Cp
Rank 2: 1.75 Ap, 420 Cp
Rank 3: 1.75 Ap, 480 Cp

Notes:
- Attacks chosen to be hidden/missed may only be Slashing or Piercing Taijutsu.
- Lasts until the end of the following round, at which point all 'stored' damage is dealt at once.
- A target cannot be affected by multiple uses of Temporized Slash at once. Being hit by this Jutsu while already affected releases any stored damage from the previous use.
- 'Stored' attacks make their initial to-hit check at the time of use as normal. However, damage is not dealt until the time it is 'released'.
- If a 'stored' attack inflicts an effect such as bleeding or a debuff, it is applied upon the initial hit as usual but is 'hidden' from the mod until stored damage is released.
- Attacks still break binds as usual, despite the damage not being applied at the time of the hit.

---

Uncanny Dodge - C-Rank Bloodline Taijutsu
There are few people whose raw speed and reflex can rival that of a Nanjirou swordsmaster. Their swiftness can seem unnatural, as if aided by some jutsu effect or other influence, but it is simply the result of their willpower to endure their clan's intense physical conditioning.

Rank 1: Once used, the user will auto-dodge the next level E-B Jutsu that hits them. The user may use a single Special Action.
Rank 2: Once used, the user will auto-dodge the next level E-A Jutsu that hits them. The user may use a single Special Action.
Rank 3: Once used, the user will auto-dodge the next level E-A Jutsu that hits them. The user may use both Special Actions.

Special Action - Razor's Reflex: Requires Wrath Seal to be active. The Nanjirou may spend a Focus point when using Uncanny Dodge to make a basic melee attack against the attacker, dealing damage equal to 20% of the attack's intended damage.

Special Action - Hidden Warrior: By paying 0.5 additional AP at the time (not at cast) the attack is auto-dodged, the Nanjirou may attempt to enter stealth at -1 stealth bonus.

Cost: 1 Ap; Cp equal to 30% of the triggering attack (CP cost is paid upon the triggering attack but the AP is paid on cast).

Note:
- This cannot be used reflexively. This must be cast before the attack they attempt to auto-dodge.
- This is an activated auto-dodge.
- May only be used once per round, even if Acrobatics is an owned ability.
- May use both special actions at rank 3, and only a single one at rank 2.
- After usage, the Nanjirou deals -20% damage for the remainder of the round.

---

Sword Trance - B-Rank Bloodline Buffing Taijutsu
Calling forth the spirits of their ancestors, the Nanjirou manifests their willpower and soul in a form of living blade that dances around them. To the eyes of a stranger, they would appear like gleaming steel that appeared out of thin air but for the Nanjirou, each and every single blade was once a part of their living bloodline, aiding them in their techniques - refining them with their wisdom.

Effect: The user generates a certain amount of Living Blades each round and the user may choose to expend 1 Living Blade into their Basic Attack, offensive Bloodline Technique or Slashing/Piercing Taijutsu to grant it an additional effect. If the user is equipped with their Ancestral Weapon at the time of cast, the Living Blade user gains the effect under their weapon's Alignment instead.
  • Base - Attacks done with a Living Blade gains it +2 Accuracy.
  • Spiritual - Attacks done with a Living Blade uses the target's Genjutsu Save instead of their usual Dodge in the roll, and may perform a single Wrath Seal action without requiring a focus point.
  • Holy - Attacks done with a Living Blade recovers the user's health by 175 / 275 / 400 / 550 / 675, scaling from the user's Out of Character Rank (D / C / B / A / S).
  • Cursed - Attacks done with a Living Blade will siphon 1% of the target's maximum Health and adds it to the user's Bloodlust Pool.
Rank 1: Generates 2 Living Blades.
Rank 2: Generates 3 Living Blades.
Rank 3: Generates 4 Living Blades.

Cost: 2.25 AP and 1% max HP to activate, 1% max HP/round to maintain.

Notes:
- Lasts for 3 rounds and has a round cooldown after the end of the duration.
- The user can only hold up to 6 Living Blades at a time.
- The Light/Dark versions do not stack if used with an attack hitting multiple targets at once. Light will only heal the user once per attack, and the Dark variant will only add the highest damage dealt amount to the user's Bloodlust Pool.

---

Crescent Arc - B-Rank Bloodline Slashing/Piercing Taijutsu
The Nanjirou's mastery over their body is paralleled by the mastery they have over their own mind. Able to feel their own bodily energies they are able to harness their spiritual wrath tangibly. They release an arc of energy from their sword from afar. This pure energy is disruptive to the chakra coils in their opponent, often exhausting their adversaries long before they achieve victory.

Rank 1: The user strikes once dealing 825 Taijutsu damage and an additional 825 chakra damage.
Rank 2: The user strikes once dealing 980 Taijutsu damage at +1 Accuracy and an additional 980 chakra damage.
Rank 3: The user strikes once dealing 1,165 Taijutsu damage at +2 Accuracy and an additional 1,165 chakra damage.

Special Action: For -1 to the attack's accuracy this attack may target a second target. This may stack up to three times.

Cost:
Rank 1: 2.25 Ap, 655 Cp
Rank 2: 2.25 Ap, 780 Cp
Rank 3: 2.25 Ap, 885 Cp

Notes:
- Can be used with Melee or Ranged Accuracy.
- If used with Ranged Accuracy, this attack has a second chance to hit if the initial use was a miss; this can only occur once per round. This energy strike deals 80% normal damage at -3 Accuracy.

---

Tsubame Gaeshi - A-Rank Bloodline Slashing/Piercing Taijutsu
In a single decisive strike fabled to never miss, a Nanjirou can take down a weakened foe. The voices from their ancestors call out the them and some say that they can see the face of these ancient warriors in place of the man living this day or that their hands guide the blade of their descendant. The strike is the pinnacle of swordsmanship, and so powerful it cleanly splits solid stone.

Rank 1: At + 3 accuracy the Nanjirou attempts to strike down a single target dealing 2650 damage. This attack cannot target a clone or an unintended target.
Rank 2: At + 3 accuracy the Nanjirou attempts to strike down a single target dealing 3050 damage. This attack cannot target a clone or an unintended target and cannot be auto-dodged.
Rank 3: At + 3 accuracy the Nanjirou attempts to strike down a single target dealing 3505 damage. This attack cannot target a clone or an unintended target, cannot be auto-dodged and can target an opponent in stealth as if they were regularly targeting an opponent (but this is done at -3 accuracy).

Cost:
Rank 1: 2.75 Ap, 1400 Cp
Rank 2: 2.75 Ap, 1750 Cp
Rank 3: 2.75 Ap, 2100 Cp

Notes:
- May only be used once per round.
- If the opponent was in stealth when they were hit with this attack, this attack does not take them out of stealth but they would take the full damage of this attack.

Weapon(s):
Weapons Galore purchase link: (If bought)


[/list]

Equipment:

Curse Seal(s):
Cursed Seal RP Thread: From Where I Stand: Sharing My Strength
Cursed Seal - Regenerate 8% Max CP per round, but cannot recover CP through any other method while the Cursed Seal is active.

Cursed Seal - Stage 2 (Heaven) - +2 All secondaries, +10% All Damage types, all chakra costs -10% and CP/HP cost of Stage 2 is increased to 12 per round.

Contracts:
Contract name:
Contract Approval link:

  • <Insert Class Name>
  • HP: (Creature's Mod 1 + User's Level) x User's Chakra Control
  • CP: (Creature's Mod 2 + User's Level) x User's Chakra Control
  • Class Bonus:
  • High:
  • Average:
  • Low:
Jutsu Sub-types:
1.
2.
3.
Jutsu List: (unlocked based on your summons rank.
4 E-Rank:
4 D-Rank:
4 C-Rank:
4 B-Rank:
6 A-Rank:
Abilities:
1.
2.(Unlocked at B-rank)
3.(Unlocked at S-rank)
Specialized Ability:
(paste code found under your contract's information here)

Kinjutsu:
Kinjutsu Name:Abomination
Kinjutsu Approval Link: Approval
Kinjutsu path(s) Approval links:
Abomination
AB.jpg

Kinjutsu Approval
Roleplay:Metamorphosis [Ft. Keniwa & Aria]
Cursed Seals have long been seen as a dark practice due to their destruction of their host's body, but power-at-any-cost comes appealing to many. Occasionally, there are those who's bodies have an unnatural affinity to the Curse Seal, and rather than break down under a Seal's power merge with it in a form of symbiosis that mutates their own body. The original seal is little more than a birthmark at this point, with the true affects of the seal becoming a 'natural' bodily function to them. Demon, mutant, oni, monster...there are many names for them, but this new power and body-reshaping abilities lead them to be seen as an Abomination.

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

Effects:
- The user gains access to the Cursed Seal Ability and will not take up a slot. If the user already has the ability upon gaining Abomination, the Cursed Seal Ability will no longer take up a slot.
- CP Modifier Reduction from Cursed Seal is halved, the user only losing 2 Max CP Modifier every 10 seconds. The user slowly regains their lost CP Modifiers by 2 every 10 seconds inactive.
- HP/CP Modifier Reduction from Stage 2 Cursed Seals is lowered by 4. The user slowly regains their lost HP/CP Modifiers by 1 every 10 seconds inactive.
- The User's Cursed Seal activates in 0 seconds.
-The User may activate Cursed Seal: Stage 2 after having their Base Cursed Seal active for 5 seconds.
-The user may re-activate their Cursed Seal in battle but has a 5-second cooldown upon deactivation.
-The user may re-activate their Cursed Seal: Stage 2 in battle but it requires a 10-second cooldown after it deactivates.
- This Kinjutsu, all of its techniques, and its user are considered Cursed

- Abomination's active techniques (Metamorph, Chrysalis and Malevolent Annihilation) has a unique Mutation mechanic which modifies/adds bonuses to the said technique each time it reaches a new stage of Mutation. Each technique has its own unique Mutation Condition found beneath it.

---

Adaptive Mutation - Kinjutsu Ability
AB4.jpg

Ability/Jutsu Description
Purchase Link
An Abomination's mutation is not limited to that of their own body but to the extent of their capability. Instinctively releasing enzymes to fuel their Cursed Seal in order to adapt to any given situation. This trait makes Abominations a dangerous threat in prolonged combat, merely increasing in power as well as resilience against attacks overtime.

Information
Prerequisites: Abomination

Effect: If the user initially loses 10% of their maximum Health, they gain +2 Custom Class Points in which they may apply to their current Custom Class at the start of the following round. Each time they lose 10% of their maximum Health after the first, they only gain +1 Custom Class Point.

Note:
- Does not take an Ability Slot
- The user -must- state what these points should be used for at this time and failure to do so will result to lost of said points for the remainder of battle.
- The user may only spend their Custom Class Points from Adaptive Mutation from bonuses of 3 Points and below (with the exception of +1 Inventory not being a valid option).
- Recovering health and receiving damage does not take away bonuses from this ability, nor does it allow the user to re-obtain Custom Class Points for Max HP thresholds they have already gotten the points for.

---

Viral Affliction - Kinjutsu Ability
AB2.jpg

Ability/Jutsu Description
Purchase Link
The body of the Abomination is naturally receptive to the taint of a Curse Seal and embraces it in a unique way through their mutations. The same cannot be said for others though; coming into contact or even just being around an Abomination comes with the risk of being infected by their ever-mutating genetics, infecting others like a plague. Even other Abomination are not immune to the unique traits of each other.

Information
Prerequisites: Abomination

Effect: Each round, up to two random opponents in the battle must make a check against the user, failing this check causes the target(s) to suffer from half of the opposite effects of the user's Cursed Seal for the round. If the target fails the check twice in a row and every round after, they suffer from the full opposite effects of the user's Cursed Seal for the round.

Special Action - Plague Affliction: At the end of the round, the user may choose to increase their Cursed Seal's CP Mod penalty by an additional 2 mod points for the following round; doing so grants the user +2 to their next check(s) and it will apply to all opponents in battle.

Notes:
- Does not take an Ability Slot
- Requires the user to have their Cursed Seal active.
- The user must declare which accuracy to use upon activating both their Cursed Seal and Viral Affliction, either be Melee Accuracy, Ranged Accuracy, Ninjutsu Accuracy or Genjutsu Difficulty.
- If the user has "1 Free basic attack per round" for their Cursed Seal bonus, this forces a target to perform a Basic Attack at the start of each round. All costs are paid as normal. If the target is not equipped with a weapon, they will still perform a Basic Attack with Unarmed Damage at normal Damage Modifier and Accuracy.
- If the user has "+1 Inventory slot" for their Cursed Seal bonus, a random item in the target's inventory will be disabled for the round and cannot be used.
- If the user has "+5% Sneak attack chance" for their Curse Seal bonus, this causes any sneak attacks performed by the victim to be modded as normal attacks.
- If the user has the "Ignore 1 point of debuff" option, the victim suffers a random point of debuff for the round.
- If the user has any of the 4 point 'special' options from the Curse Seal ability, those are not 'reversed and transferred' by this ability. In this case, the user may choose a different penalty equal to 4 points to be used in its place.

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Metamorph - B-Rank Taijutsu
RHLHyLG.png

Ability/Jutsu Description
Purchase Link
One of the most known abilities of an Abomination, this is perhaps the skill that have forever labeled them as monsters to the majority of the world. As their Curse seals have been broken down into enzymes within their body, they can undergo spontaneous physical mutations during the activation of their seal. What this change, or how it effects them, is often different from on Abomination to the next.

Information
Prerequisites: Abomination, B-Rank

Effect: Upon use, the user chooses 1 Augment in their inventory (not in their weapon) and creates a Metamorph with it in the user's body. While the Metamorph is active, the chosen augment is applied to the user directly and affects all attacks made by the user (not just Taijutsu). The Metamorph limb is destroyed upon reaching Sprained Called Shot penalty.

Rank1: Allows access to First Mutation.
Mastered: Allows access to Second Mutation.

Mutation Condition: While Metamorph is active and is in its Base Effect or First Mutation, every next round will cause it to evolve to the next Mutation.
  • First Mutation: The Metamorph limb is destroyed upon reaching Fractured Called Shot penalty.
  • Second Mutation: The Metamorph limb is destroyed upon reaching Broken Called Shot penalty.
  • Final Mutation: May add an additional Augment for a maximum of 2 to their Metamorph limb as well ignore the first 2 successful Called Shot penalty inflicted on it.

Cost: 2.25 AP, 545 Chakra and 275 Chakra per round.

Note:
- Requires Cursed Seal active.
- If at any point a Mutated Metamorph is destroyed, it will revert back to its previous Mutation the next time it is used. This does not apply when it reaches Final Mutation nor will it apply when it is already as its First Mutation.
- The Metamorph is treated as a valid Called Shot target for all intents and purposes, and may be damaged and healed following the same rules.
- There is a 2-round cooldown if the Metamorphis destroyed through Called Shot and a round cooldown if Metamorph is no longer maintained.

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Chrysalis - B-Rank Ninjutsu
kywE2Ix.png

Ability/Jutsu Description
Purchase Link
Forcing a unique mutation in their body, the Abomination wraps themselves with their own flesh and with the strength of their Cursed Seal, reinforces the outer layer of to the point it becomes harder than steel. From within, the Abomination allows themselves to recover and re-organize their genetic makeup within the safety of their shell before unleashing a fully energized attack upon emerging.

Information
Prerequisites: Abomination, B-Rank

Effect: The user creates a barrier around themselves with Health equal to 40% of their current Health + 10% of their current Chakra for a full round. While active, the user is considered Resting; upon successfully maintaining the barrier for a full round, the user emerges with the Health they initially had upon activating Chrysalis in addition to any benefit gained through Resting.

Rank 1: Grants access to First Mutation.
Mastered: Grants access to Second Mutation.

Mutation Condition: Each time Chrysalis is used while it is in Base or First Mutation, regardless if it was destroyed or was successful, the next time Chrysalis is used it will evolve to its next Mutation.
  • First Mutation: Barrier gains +15% Damage Reduction while active.
  • Second Mutation: Barrier Health is now equal to 45% of their current Health + 15% of their current Chakra
  • Final Mutation: May be used an additional time in battle.

Cost: 2.5 AP and 30% of the Barrier's Health as Chakra Cost.

Notes:
- Requires Cursed Seal active and does not require handseals.
- The user's Cursed Seal will not lower their CP Mod for the round Chrysalis was used.
- While Chrysalis is active, the user cannot perform any actions but can maintain Chrysalis and any other effects that has been active prior to Chrysalis. If the user is equipped with a weapon, it is not dropped.
- Damage from passive effects applied to them prior to using Chrysalis (e.g Bleeding, Burn, etc) is temporarily halted while Chrysalis is active, and resumes thereafter.
- May only be used once every other round and twice per battle. If used, regardless at which point Chrysalis is used, it will be modded as the first action of the round, overriding all priorities.
- The barrier created from Chrysalis cannot be affected by techniques that may automatically destroy or bypass it. It can only be destroyed if the Barrier's Health drops to 0.
- If at any point the Chrysalis is destroyed (reducing the Barrier's Health to 0) before it completes a full round, the user will only receive resting bonuses for the amount of time up to that point, and recieves the maximum amount of Suppression.

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Malevolent Annihilation - A-Rank Ninjutsu
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Ability/Jutsu Description
Purchase Link
One of the most destructive techniques in the Abominations repertoire, this technique transforms their body into a hellish and gruesome form, shifting and twisting their own body and skin to create cannon-like openings to their insides. After transforming their bodies, the Abomination then builds up a dangerous portion of their chakra, before unleashing it as a huge wave of energy filled with their own genetic signature in the immediate vicinity, inflicting their very own disease if one has survived from the initial blast.

Information
Prerequisites: Abomination, A-Rank

Effect: Deals 4840 damage to up to 2 targets at -2 Accuracy. Upon successful hit, the target must make a check against the user; failing this check causes them to automatically receive the effects of Viral Affliction.

Rank 1: Grants access to First Mutation.
Mastered: Grants access to Second Mutation.

Mutation Condition: Every use of Malevolent Annihilation evolves it to the next Mutation.
  • First Mutation: If used upon a target already affected by Viral Affliction, the effect may stack a single time.
  • Second Mutation: Malevolent Annihilation may target an additional target.
  • Final Mutation: Targets chosen for Malevolent Annihilation must make a check against Viral Affliction even if they successfully dodged the attack.

Cost: 3 AP and 2,420 Chakra

Note:
- May only be used once round.
- Requires Cursed Seal active and does not require handseals.
- Must use either Melee Accuracy, Ranged Accuracy, Ninjutsu Accuracy or Genjutsu Difficulty for the purpose of both Accuracy and Check. Does not require handseals.

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Virulence - S-Rank Ninjutsu
AB7.jpg

Ability/Jutsu Description
Purchase Link
An Abomination's body constantly changes, both externally and internally, their genetic makeup slowly twisting and turning, mutating to the next level of power albeit in a slower pace allowing them to remain in control. Though the Abomination always has a dark and destructive technique that allows them to manually cause this changes in a blink of an eye, drastically increasing their power and potential.

Information
Prerequisites: Abomination, S-Rank

Master Rank: Evolves all Abomination Techniques that are currently in the Second Mutation to Final Mutation. This refreshes all cooldown on the Abomination's Viral Affliction, Abomination Techniques and Jutsus. Additionally, the user may chain either Metamorph, Chrysalis or Malevolent Annihilation for -0.5 AP Cost after Virulence.

Cost: 2 AP, 2750 CP

Note:
- May only be used once every other round.
- This will only evolve Abomination Techniques that are in Second Mutation. If an Abomination Technique has reached Second Mutation after Virulence is used, Virulence has to be used once more to evolve the technique to its Final Mutation.
- Refresh allows Abomination Techniques and Jutsus that are usually limited to once per round or once every other round to be used once more in the given round Virulence is used.
- Refresh also applies to Viral Affliction, triggering it once more during the round.
- Refresh does not allow once per battle Jutsus to be used again nor does it apply to Virulence itself.
Swapping Combo Master with another Ability:

5. Combo Master
RP Post to delete: Mastering the Foundation

New Ability:
5. Fearless
Roleplay: Keni vs Mitsuha [Spectator Thread]
 
Dojo Code:

  • <木ノ葉の黒鬼 Konoha no Kuroki (Black Demon of the Leaf)>
    HP: (60+lvl) x stamina
    CP: (40+lvl) x chakra control
    Class Bonus: Kinjutsu Option, +10% Chance of inflicting Bleeding
    High: Melee Accuracy
    Average: Genjutsu Save, Dodge, Genjutsu DC
    Low: Ranged Accuracy, Ninjutsu Accuracy
  • Character class approval: N/A
  • Class point card ASP purchase: N/A
Abilities:
1. Quickdraw
Roleplay: Every Ninja Walks On Water

2. Calm Mind
Roleplay: Every Ninja Walks On Water

3. Healing Factor
Roleplay: Every Ninja Walks On Water

4. Initiative
Roleplay: [Examination] Team Red

5. Combo Master
Roleplay: Teketeke

6. Clarity
Roleplay: A Molten Core

7. Cursed Seal - Stage 2 - +2 All secondaries, +10% All Damage types, all chakra costs -10% and CP/HP cost of Stage 2 is increased to 12 per round.
Additional Cursed Seal RP Post (for Stage 2): From Where I Stand: Sharing My Strength (My 3rd Post)

Shinobi 101 - Kinesis Ninjutsu uses Melee Accuracy

ASP. Fire - Chakra Style
Roleplay: The Winds of Change: Soul Resonance

Core Ability/Bloodline:
Nanjirou
Current Power Level: 1185
Approved In Character Creation
Nanjirou
Nanjirou.jpg

A distinct clan of samurai that has been the source of some of the greatest swordmasters throughout the land. Renown for the lethal finesse they display in their sword fighting with some of the most ancient blades, a Nanjirou is said to come of age only when their ancestry awakens within them; gifting them with spiritual link to their ancestors that can be evoked to display advanced techniques honed through generations of experience.

Note: All techniques and buffs from this Bloodline are considered Spiritual/Dark/Light based on their Ancestral Weapon.

084 PL - Ancestral Weapon (Rank One)/Bushido (Rank One)
168 PL - Wrath Seal (Rank One)
252 PL - Iaijutsu Mastery (Rank One)
336 PL - Battoujutsu (Rank One)
420 PL - Ancestral Weapon (Rank Two)
504 PL - Iaijutsu Mastery (Rank Two)
588 PL - Bushido (Rank Two) / Temporized Slash (Rank One)
672 PL - Wrath Seal (Rank Two) / Uncanny Dodge (Rank One)
756 PL - Ancestral Weapon (Rank Three) / Battoujutsu (Rank Two)
840 PL - Iaijutsu Mastery (Rank Three) / Temporized Slash (Rank Two)
924 PL - Uncanny Dodge (Rank Two)
1008 PL - Wrath Seal (Rank Three) / Temporized Slash (Rank Three)
1092 PL - Bushido (Rank Three) / Uncanny Dodge (Rank Three)
1176 PL - Battoujutsu (Rank Three)
1260 PL - Sword Trance (Rank One)
1344 PL - Crescent Arc (Rank One)
1428 PL - Sword Trance (Rank Two)
1512 PL - Tsubame Gaeshi (Rank One)
1596 PL - Sword Trance (Rank Three) / Crescent Arc (Rank Two)
1680 PL - Crescent Arc (Rank Three) / Tsubame Gaeshi (Rank Two)
1764 PL - Tsubame Gaeshi (Rank Three)

---

Ancestral Weapon - Passive
The Nanjirou believe that the best ending to their life is to be as they lived; paired with a blade. Their remains are used in the forging and reforging of blades both new and old, quite literally infusing a part of them into their swords. It is for this reason that their are a myriad of unique weapons in the clan, each with their own history and displaying traits of those who came before. Many blades have a spirit within of one of their ancestors that serves as a guide to the Nanjirou as they live their life and grow in power.

Rank 1: Upon gaining this bloodline the user must designate a single Slashing or Piercing weapon as their Ancestral Weapon. Attacks made with this weapon gain one of the following alignments and the associated effect;
  • Spiritual Twice per round, the user may perform two Wrath Seal actions to the same attack with this weapon. Both require a focus point.
  • Holy The weapon protects the user against the first 175/275/400/550/675 damage that hits the wielder each round, increasing with the user's out of character rank D/C/B/A/S.
  • Cursed Each round the user's Ancestral Weapon siphons 1% of their maximum health into a special Bloodlust Pool. Whenever the user performs a Taijutsu with their Ancestral Weapon, for free, they may choose to spend Bloodlust as well which increases the base damage of their attack by an equal amount to a maximum of +500 Base Damage.
    • The Bloodlust Pool has no maximum cap and cannot be affected in any form other than spending or adding Bloodlust.
Rank 2: The Ancestral Weapon gains +1 Critical.
Rank 3: Critical bonus from Rank 2 no longer applies to caps.

Note:
- The user may only have a single Ancestral Weapon.
- The flavor regarding having an ancestral spirit within the weapon is still subject to the ghost NPC rules.
- The Ancestral Weapon must be stated in their Dojo thread. It and its alignment may be changed by remaking the chosen weapon.

---

Bushido - Passive
Fitting for a clan of samurai, the Nanjirou are ingrained with a code of honor and pride before they even learn to speak. Due to carrying within them the blood and spirit of their lineage, the failure of oneself is seen as the failure of one's ancestry; to be the cause of such shame is not an option to them. The more a Nanjirou is pressured, the more of their Ancestry awakens.

Rank 1: The user gains +0.5 to all Secondary stats each time they lose 30% of their Max Hp, capping at +1.5 Secondaries.
Rank 2: The user is treated as having the Hidden Power ability (This does not require an abilities slot).
Rank 3: The user gains +0.5 to all Secondary stats each time they lose 15% Hp of their Max Hp, capping at +2 to their secondaries. So they gain a bonus at 85%/70%/55%/40%. If the user elects to fill one of their ability slots with Hidden Power, the cap is increased to +3. So they gain a bonus at 85%/70%/55%/40%/25%/10%.

Note(s):
- If the user has Hidden Power granted for free by a source which is not Bushido then the user is counted as having filled one of their ability slots with it even though the ability is not currently taking up an ability slot.

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Wrath Seal - Activated Passive
The core of what separates a swordsman and a Nanjirou is their ties to their clan; the Nanjirou have the unique ability to invoke visions, emotions, and perhaps most importantly, techniques, of their predecessors. A misnomer, the Wrath Seal is a trance they enter that allows even a young Nanjirou to display advanced swordsmanship by channeling the power of an ancient grandmaster. This is no free power though; the trance is exhausting, and difficult to maintain during battle for an extended time.

Rank 1: Grants the user 1 Focus point upon activation and each round active. They may perform the Dancing Blade, Energy Slash and Vantage options.
Rank 2: Grants the user 2 Focus points upon activation and each round active. The user may now perform the Vorpal Edge option.
Rank 3: Grants the user 3 Focus points upon activation and each round active. The user may now perform the Lethality option.

One Focus point may be spent to add one of the following effects to a Slashing or Piercing attack;
  • Dancing Blade - The user may add +1 target to an attack. The user deals -10% damage for the remainder of the round; this stacks indefinitely each time used in the round.
  • Energy Slash - The attack does not count as Melee Contact.
  • Vantage - The user may attack a stealthed target that they failed an awareness check on at -5 accuracy.
  • Vorpal Edge - When Battoujutsu is used, it does not suffer from the damage penalty gained through the Dancing Blade or Uncanny Dodge Nanjirou skills.
  • Lethality - Doubles both the Critical buff limit and any Critical bonuses the user has, but halves the user's critical damage modifier.

Cost: 1 Ap to activate. 4% Max Cp/Rnd active

Notes:
- Unused Focus Points carry over to the next round, but cap out at a maximum of 5.
- Focus points modify an entire action, not just an individual hit.
- An attack may only be modified by a single Focus point (with the exception of a Spiritual Ancestral Weapon.)

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Iaijutsu Mastery - Bloodline Fighting Style
Through many years of training, the Nanjirou have developed a code: "Wherever we may be, we must be prepared." With this code in mind, they have developed a stance to adjust to every situation. Their sword is constantly sheathed, and they may quickly draw it and redraw it. There are a number of variations but any skilled Nanjirou will have their fearsome Battoujutsu at the ready.

Rank 1: Jigen-ryu -- The user's Piercing and Slashing Taijutsu attacks with their weapon while in this stance do +5% more damage.
Rank 2: Mugai-ryu -- Taijutsu attacks done with this style are modded 0.25 AP faster (costs are still paid in full).
Rank 3: Kensei-ryu -- The user takes +15% Damage from all sources, however their class Evasion stat is considered High.

Special Action - The user may choose to only select the "dodge attack to sheath weapon" effect of this style without any of the other effects. If so, this does not take up the user's physical style.

Cost: 0.5 AP to enter stance.

Note:
- At all ranks, upon dodging an attack the user may sheath their weapon for no cost. This is considered a Smart Action, and will be done automatically.
- Can be used with -Any- Slashing or Piercing Weapon.
- No attack can be modded as if they cost less than 0.5 AP.
- While in the Kensei fighting style, the Nanjirou's damage buff cap is reduced to +25%. Additionally, any "beyond the cap" damage buffs they have are halved.

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Battoujutsu - D Rank Buffing Taijutsu
The infamous quickdraw technique of the Nanjirou. In the hands of a Nanjirou a sheathed blade is more dangerous than a drawn one, and in the blink of an eye they can unsheathe and strike at their enemies. With few people outside of shinobi having the necessary reflexes to react, the Nanjirou became famed for their "one-hit kill" swordsmanship.

Rank 1: The user equips a Slashing or Piercing weapon and attacks with a Taijutsu; If the attack rolls a critical, the modifier is increased to x2.1 Critical damage.
Rank 2: The user equips a Slashing or Piercing weapon and attacks with a Taijutsu with +1 Critical range; If the attack rolls a critical, the modifier is increased to x2.2 Critical damage.
Rank 3: The user equips a Slashing or Piercing weapon and attacks with a Taijutsu with +2 Critical range; If the attack rolls a critical, the modifier is increased to x2.3 Critical damage.

Cost: No Ap; increases the Cp/HP cost of the attack used with this by +30%.

Note:
- The weapon must be sheathed at the start of this attack.
- This attack cannot benefit for critical attack bonus' from any other source (such as Human Anatomy) put it can be stacked with Nanjirou's Ancestral Weapon.
- This may be used with and gain bonus' from Nanjirou's Lethality.
- Smart Action - The user will automatically default to using Battoujutsu when attempting to attack with a sheathed weapon when possible.

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Temporized Slash - C Rank Bloodline Slashing/Piercing Taijutsu
When facing a Nanjirou, one should never let their guard down, even when they believe themselves to have the upperhand. A technique performed by sheathing their sword in invisible chakra and slashing, the Nanjirou seals the wound right away through the use of the chakra and causes it to go unnoticed by the victim until they choose to release the chakra and open the wound. Often seen involving the user passing by the enemy in an apparent miss...Until blood suddenly gushes from multiple wounds at once.

Rank 1: Deals 1170 damage at -1 Accuracy. Damage dealt by this technique may show up as either a miss or hidden action (user's choice).
Rank 2: Deals 1460 damage. Damage dealt by this technique may show up as either a miss or hidden action (user's choice). Additionally, the user may choose an additional attack used during the current round or the next to be modded similarly.
Rank 3: Deals 1825 damage at +1 Accuracy. Damage dealt by this technique may show up as either a miss or hidden action (user's choice). Additionally, the user may choose an additional 2 attacks used during the current round or the next to be modded similarly.

Cost:
Rank 1: 1.75 Ap, 350 Cp
Rank 2: 1.75 Ap, 420 Cp
Rank 3: 1.75 Ap, 480 Cp

Notes:
- Attacks chosen to be hidden/missed may only be Slashing or Piercing Taijutsu.
- Lasts until the end of the following round, at which point all 'stored' damage is dealt at once.
- A target cannot be affected by multiple uses of Temporized Slash at once. Being hit by this Jutsu while already affected releases any stored damage from the previous use.
- 'Stored' attacks make their initial to-hit check at the time of use as normal. However, damage is not dealt until the time it is 'released'.
- If a 'stored' attack inflicts an effect such as bleeding or a debuff, it is applied upon the initial hit as usual but is 'hidden' from the mod until stored damage is released.
- Attacks still break binds as usual, despite the damage not being applied at the time of the hit.

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Uncanny Dodge - C-Rank Bloodline Taijutsu
There are few people whose raw speed and reflex can rival that of a Nanjirou swordsmaster. Their swiftness can seem unnatural, as if aided by some jutsu effect or other influence, but it is simply the result of their willpower to endure their clan's intense physical conditioning.

Rank 1: Once used, the user will auto-dodge the next level E-B Jutsu that hits them. The user may use a single Special Action.
Rank 2: Once used, the user will auto-dodge the next level E-A Jutsu that hits them. The user may use a single Special Action.
Rank 3: Once used, the user will auto-dodge the next level E-A Jutsu that hits them. The user may use both Special Actions.

Special Action - Razor's Reflex: Requires Wrath Seal to be active. The Nanjirou may spend a Focus point when using Uncanny Dodge to make a basic melee attack against the attacker, dealing damage equal to 20% of the attack's intended damage.

Special Action - Hidden Warrior: By paying 0.5 additional AP at the time (not at cast) the attack is auto-dodged, the Nanjirou may attempt to enter stealth at -1 stealth bonus.

Cost: 1 Ap; Cp equal to 30% of the triggering attack (CP cost is paid upon the triggering attack but the AP is paid on cast).

Note:
- This cannot be used reflexively. This must be cast before the attack they attempt to auto-dodge.
- This is an activated auto-dodge.
- May only be used once per round, even if Acrobatics is an owned ability.
- May use both special actions at rank 3, and only a single one at rank 2.
- After usage, the Nanjirou deals -20% damage for the remainder of the round.

---

Sword Trance - B-Rank Bloodline Buffing Taijutsu
Calling forth the spirits of their ancestors, the Nanjirou manifests their willpower and soul in a form of living blade that dances around them. To the eyes of a stranger, they would appear like gleaming steel that appeared out of thin air but for the Nanjirou, each and every single blade was once a part of their living bloodline, aiding them in their techniques - refining them with their wisdom.

Effect: The user generates a certain amount of Living Blades each round and the user may choose to expend 1 Living Blade into their Basic Attack, offensive Bloodline Technique or Slashing/Piercing Taijutsu to grant it an additional effect. If the user is equipped with their Ancestral Weapon at the time of cast, the Living Blade user gains the effect under their weapon's Alignment instead.
  • Base - Attacks done with a Living Blade gains it +2 Accuracy.
  • Spiritual - Attacks done with a Living Blade uses the target's Genjutsu Save instead of their usual Dodge in the roll, and may perform a single Wrath Seal action without requiring a focus point.
  • Holy - Attacks done with a Living Blade recovers the user's health by 175 / 275 / 400 / 550 / 675, scaling from the user's Out of Character Rank (D / C / B / A / S).
  • Cursed - Attacks done with a Living Blade will siphon 1% of the target's maximum Health and adds it to the user's Bloodlust Pool.
Rank 1: Generates 2 Living Blades.
Rank 2: Generates 3 Living Blades.
Rank 3: Generates 4 Living Blades.

Cost: 2.25 AP and 1% max HP to activate, 1% max HP/round to maintain.

Notes:
- Lasts for 3 rounds and has a round cooldown after the end of the duration.
- The user can only hold up to 6 Living Blades at a time.
- The Light/Dark versions do not stack if used with an attack hitting multiple targets at once. Light will only heal the user once per attack, and the Dark variant will only add the highest damage dealt amount to the user's Bloodlust Pool.

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Crescent Arc - B-Rank Bloodline Slashing/Piercing Taijutsu
The Nanjirou's mastery over their body is paralleled by the mastery they have over their own mind. Able to feel their own bodily energies they are able to harness their spiritual wrath tangibly. They release an arc of energy from their sword from afar. This pure energy is disruptive to the chakra coils in their opponent, often exhausting their adversaries long before they achieve victory.

Rank 1: The user strikes once dealing 825 Taijutsu damage and an additional 825 chakra damage.
Rank 2: The user strikes once dealing 980 Taijutsu damage at +1 Accuracy and an additional 980 chakra damage.
Rank 3: The user strikes once dealing 1,165 Taijutsu damage at +2 Accuracy and an additional 1,165 chakra damage.

Special Action: For -1 to the attack's accuracy this attack may target a second target. This may stack up to three times.

Cost:
Rank 1: 2.25 Ap, 655 Cp
Rank 2: 2.25 Ap, 780 Cp
Rank 3: 2.25 Ap, 885 Cp

Notes:
- Can be used with Melee or Ranged Accuracy.
- If used with Ranged Accuracy, this attack has a second chance to hit if the initial use was a miss; this can only occur once per round. This energy strike deals 80% normal damage at -3 Accuracy.

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Tsubame Gaeshi - A-Rank Bloodline Slashing/Piercing Taijutsu
In a single decisive strike fabled to never miss, a Nanjirou can take down a weakened foe. The voices from their ancestors call out the them and some say that they can see the face of these ancient warriors in place of the man living this day or that their hands guide the blade of their descendant. The strike is the pinnacle of swordsmanship, and so powerful it cleanly splits solid stone.

Rank 1: At + 3 accuracy the Nanjirou attempts to strike down a single target dealing 2650 damage. This attack cannot target a clone or an unintended target.
Rank 2: At + 3 accuracy the Nanjirou attempts to strike down a single target dealing 3050 damage. This attack cannot target a clone or an unintended target and cannot be auto-dodged.
Rank 3: At + 3 accuracy the Nanjirou attempts to strike down a single target dealing 3505 damage. This attack cannot target a clone or an unintended target, cannot be auto-dodged and can target an opponent in stealth as if they were regularly targeting an opponent (but this is done at -3 accuracy).

Cost:
Rank 1: 2.75 Ap, 1400 Cp
Rank 2: 2.75 Ap, 1750 Cp
Rank 3: 2.75 Ap, 2100 Cp

Notes:
- May only be used once per round.
- If the opponent was in stealth when they were hit with this attack, this attack does not take them out of stealth but they would take the full damage of this attack.

Weapon(s):
Weapons Galore purchase link: (If bought)


[/list]

Equipment:

Curse Seal(s):
Cursed Seal RP Thread: From Where I Stand: Sharing My Strength
Cursed Seal - Regenerate 8% Max CP per round, but cannot recover CP through any other method while the Cursed Seal is active.

Cursed Seal - Stage 2 (Heaven) - +2 All secondaries, +10% All Damage types, all chakra costs -10% and CP/HP cost of Stage 2 is increased to 12 per round.

Contracts:
Contract name:
Contract Approval link:

  • <Insert Class Name>
  • HP: (Creature's Mod 1 + User's Level) x User's Chakra Control
  • CP: (Creature's Mod 2 + User's Level) x User's Chakra Control
  • Class Bonus:
  • High:
  • Average:
  • Low:
Jutsu Sub-types:
1.
2.
3.
Jutsu List: (unlocked based on your summons rank.
4 E-Rank:
4 D-Rank:
4 C-Rank:
4 B-Rank:
6 A-Rank:
Abilities:
1.
2.(Unlocked at B-rank)
3.(Unlocked at S-rank)
Specialized Ability:
(paste code found under your contract's information here)

Kinjutsu:
Kinjutsu Name:Abomination
Kinjutsu Approval Link: Approval
Kinjutsu path(s) Approval links:
Abomination
AB.jpg

Kinjutsu Approval
Roleplay:Metamorphosis [Ft. Keniwa & Aria]
Cursed Seals have long been seen as a dark practice due to their destruction of their host's body, but power-at-any-cost comes appealing to many. Occasionally, there are those who's bodies have an unnatural affinity to the Curse Seal, and rather than break down under a Seal's power merge with it in a form of symbiosis that mutates their own body. The original seal is little more than a birthmark at this point, with the true affects of the seal becoming a 'natural' bodily function to them. Demon, mutant, oni, monster...there are many names for them, but this new power and body-reshaping abilities lead them to be seen as an Abomination.

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

Effects:
- The user gains access to the Cursed Seal Ability and will not take up a slot. If the user already has the ability upon gaining Abomination, the Cursed Seal Ability will no longer take up a slot.
- CP Modifier Reduction from Cursed Seal is halved, the user only losing 2 Max CP Modifier every 10 seconds. The user slowly regains their lost CP Modifiers by 2 every 10 seconds inactive.
- HP/CP Modifier Reduction from Stage 2 Cursed Seals is lowered by 4. The user slowly regains their lost HP/CP Modifiers by 1 every 10 seconds inactive.
- The User's Cursed Seal activates in 0 seconds.
-The User may activate Cursed Seal: Stage 2 after having their Base Cursed Seal active for 5 seconds.
-The user may re-activate their Cursed Seal in battle but has a 5-second cooldown upon deactivation.
-The user may re-activate their Cursed Seal: Stage 2 in battle but it requires a 10-second cooldown after it deactivates.
- This Kinjutsu, all of its techniques, and its user are considered Cursed

- Abomination's active techniques (Metamorph, Chrysalis and Malevolent Annihilation) has a unique Mutation mechanic which modifies/adds bonuses to the said technique each time it reaches a new stage of Mutation. Each technique has its own unique Mutation Condition found beneath it.

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Adaptive Mutation - Kinjutsu Ability
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Ability/Jutsu Description
Purchase Link
An Abomination's mutation is not limited to that of their own body but to the extent of their capability. Instinctively releasing enzymes to fuel their Cursed Seal in order to adapt to any given situation. This trait makes Abominations a dangerous threat in prolonged combat, merely increasing in power as well as resilience against attacks overtime.

Information
Prerequisites: Abomination

Effect: If the user initially loses 10% of their maximum Health, they gain +2 Custom Class Points in which they may apply to their current Custom Class at the start of the following round. Each time they lose 10% of their maximum Health after the first, they only gain +1 Custom Class Point.

Note:
- Does not take an Ability Slot
- The user -must- state what these points should be used for at this time and failure to do so will result to lost of said points for the remainder of battle.
- The user may only spend their Custom Class Points from Adaptive Mutation from bonuses of 3 Points and below (with the exception of +1 Inventory not being a valid option).
- Recovering health and receiving damage does not take away bonuses from this ability, nor does it allow the user to re-obtain Custom Class Points for Max HP thresholds they have already gotten the points for.

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Viral Affliction - Kinjutsu Ability
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Ability/Jutsu Description
Purchase Link
The body of the Abomination is naturally receptive to the taint of a Curse Seal and embraces it in a unique way through their mutations. The same cannot be said for others though; coming into contact or even just being around an Abomination comes with the risk of being infected by their ever-mutating genetics, infecting others like a plague. Even other Abomination are not immune to the unique traits of each other.

Information
Prerequisites: Abomination

Effect: Each round, up to two random opponents in the battle must make a check against the user, failing this check causes the target(s) to suffer from half of the opposite effects of the user's Cursed Seal for the round. If the target fails the check twice in a row and every round after, they suffer from the full opposite effects of the user's Cursed Seal for the round.

Special Action - Plague Affliction: At the end of the round, the user may choose to increase their Cursed Seal's CP Mod penalty by an additional 2 mod points for the following round; doing so grants the user +2 to their next check(s) and it will apply to all opponents in battle.

Notes:
- Does not take an Ability Slot
- Requires the user to have their Cursed Seal active.
- The user must declare which accuracy to use upon activating both their Cursed Seal and Viral Affliction, either be Melee Accuracy, Ranged Accuracy, Ninjutsu Accuracy or Genjutsu Difficulty.
- If the user has "1 Free basic attack per round" for their Cursed Seal bonus, this forces a target to perform a Basic Attack at the start of each round. All costs are paid as normal. If the target is not equipped with a weapon, they will still perform a Basic Attack with Unarmed Damage at normal Damage Modifier and Accuracy.
- If the user has "+1 Inventory slot" for their Cursed Seal bonus, a random item in the target's inventory will be disabled for the round and cannot be used.
- If the user has "+5% Sneak attack chance" for their Curse Seal bonus, this causes any sneak attacks performed by the victim to be modded as normal attacks.
- If the user has the "Ignore 1 point of debuff" option, the victim suffers a random point of debuff for the round.
- If the user has any of the 4 point 'special' options from the Curse Seal ability, those are not 'reversed and transferred' by this ability. In this case, the user may choose a different penalty equal to 4 points to be used in its place.

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Metamorph - B-Rank Taijutsu
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Ability/Jutsu Description
Purchase Link
One of the most known abilities of an Abomination, this is perhaps the skill that have forever labeled them as monsters to the majority of the world. As their Curse seals have been broken down into enzymes within their body, they can undergo spontaneous physical mutations during the activation of their seal. What this change, or how it effects them, is often different from on Abomination to the next.

Information
Prerequisites: Abomination, B-Rank

Effect: Upon use, the user chooses 1 Augment in their inventory (not in their weapon) and creates a Metamorph with it in the user's body. While the Metamorph is active, the chosen augment is applied to the user directly and affects all attacks made by the user (not just Taijutsu). The Metamorph limb is destroyed upon reaching Sprained Called Shot penalty.

Rank1: Allows access to First Mutation.
Mastered: Allows access to Second Mutation.

Mutation Condition: While Metamorph is active and is in its Base Effect or First Mutation, every next round will cause it to evolve to the next Mutation.
  • First Mutation: The Metamorph limb is destroyed upon reaching Fractured Called Shot penalty.
  • Second Mutation: The Metamorph limb is destroyed upon reaching Broken Called Shot penalty.
  • Final Mutation: May add an additional Augment for a maximum of 2 to their Metamorph limb as well ignore the first 2 successful Called Shot penalty inflicted on it.

Cost: 2.25 AP, 545 Chakra and 275 Chakra per round.

Note:
- Requires Cursed Seal active.
- If at any point a Mutated Metamorph is destroyed, it will revert back to its previous Mutation the next time it is used. This does not apply when it reaches Final Mutation nor will it apply when it is already as its First Mutation.
- The Metamorph is treated as a valid Called Shot target for all intents and purposes, and may be damaged and healed following the same rules.
- There is a 2-round cooldown if the Metamorphis destroyed through Called Shot and a round cooldown if Metamorph is no longer maintained.

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Chrysalis - B-Rank Ninjutsu
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Ability/Jutsu Description
Purchase Link
Forcing a unique mutation in their body, the Abomination wraps themselves with their own flesh and with the strength of their Cursed Seal, reinforces the outer layer of to the point it becomes harder than steel. From within, the Abomination allows themselves to recover and re-organize their genetic makeup within the safety of their shell before unleashing a fully energized attack upon emerging.

Information
Prerequisites: Abomination, B-Rank

Effect: The user creates a barrier around themselves with Health equal to 40% of their current Health + 10% of their current Chakra for a full round. While active, the user is considered Resting; upon successfully maintaining the barrier for a full round, the user emerges with the Health they initially had upon activating Chrysalis in addition to any benefit gained through Resting.

Rank 1: Grants access to First Mutation.
Mastered: Grants access to Second Mutation.

Mutation Condition: Each time Chrysalis is used while it is in Base or First Mutation, regardless if it was destroyed or was successful, the next time Chrysalis is used it will evolve to its next Mutation.
  • First Mutation: Barrier gains +15% Damage Reduction while active.
  • Second Mutation: Barrier Health is now equal to 45% of their current Health + 15% of their current Chakra
  • Final Mutation: May be used an additional time in battle.

Cost: 2.5 AP and 30% of the Barrier's Health as Chakra Cost.

Notes:
- Requires Cursed Seal active and does not require handseals.
- The user's Cursed Seal will not lower their CP Mod for the round Chrysalis was used.
- While Chrysalis is active, the user cannot perform any actions but can maintain Chrysalis and any other effects that has been active prior to Chrysalis. If the user is equipped with a weapon, it is not dropped.
- Damage from passive effects applied to them prior to using Chrysalis (e.g Bleeding, Burn, etc) is temporarily halted while Chrysalis is active, and resumes thereafter.
- May only be used once every other round and twice per battle. If used, regardless at which point Chrysalis is used, it will be modded as the first action of the round, overriding all priorities.
- The barrier created from Chrysalis cannot be affected by techniques that may automatically destroy or bypass it. It can only be destroyed if the Barrier's Health drops to 0.
- If at any point the Chrysalis is destroyed (reducing the Barrier's Health to 0) before it completes a full round, the user will only receive resting bonuses for the amount of time up to that point, and recieves the maximum amount of Suppression.

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Malevolent Annihilation - A-Rank Ninjutsu
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Ability/Jutsu Description
Purchase Link
One of the most destructive techniques in the Abominations repertoire, this technique transforms their body into a hellish and gruesome form, shifting and twisting their own body and skin to create cannon-like openings to their insides. After transforming their bodies, the Abomination then builds up a dangerous portion of their chakra, before unleashing it as a huge wave of energy filled with their own genetic signature in the immediate vicinity, inflicting their very own disease if one has survived from the initial blast.

Information
Prerequisites: Abomination, A-Rank

Effect: Deals 4840 damage to up to 2 targets at -2 Accuracy. Upon successful hit, the target must make a check against the user; failing this check causes them to automatically receive the effects of Viral Affliction.

Rank 1: Grants access to First Mutation.
Mastered: Grants access to Second Mutation.

Mutation Condition: Every use of Malevolent Annihilation evolves it to the next Mutation.
  • First Mutation: If used upon a target already affected by Viral Affliction, the effect may stack a single time.
  • Second Mutation: Malevolent Annihilation may target an additional target.
  • Final Mutation: Targets chosen for Malevolent Annihilation must make a check against Viral Affliction even if they successfully dodged the attack.

Cost: 3 AP and 2,420 Chakra

Note:
- May only be used once round.
- Requires Cursed Seal active and does not require handseals.
- Must use either Melee Accuracy, Ranged Accuracy, Ninjutsu Accuracy or Genjutsu Difficulty for the purpose of both Accuracy and Check. Does not require handseals.

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Virulence - S-Rank Ninjutsu
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Ability/Jutsu Description
Purchase Link
An Abomination's body constantly changes, both externally and internally, their genetic makeup slowly twisting and turning, mutating to the next level of power albeit in a slower pace allowing them to remain in control. Though the Abomination always has a dark and destructive technique that allows them to manually cause this changes in a blink of an eye, drastically increasing their power and potential.

Information
Prerequisites: Abomination, S-Rank

Master Rank: Evolves all Abomination Techniques that are currently in the Second Mutation to Final Mutation. This refreshes all cooldown on the Abomination's Viral Affliction, Abomination Techniques and Jutsus. Additionally, the user may chain either Metamorph, Chrysalis or Malevolent Annihilation for -0.5 AP Cost after Virulence.

Cost: 2 AP, 2750 CP

Note:
- May only be used once every other round.
- This will only evolve Abomination Techniques that are in Second Mutation. If an Abomination Technique has reached Second Mutation after Virulence is used, Virulence has to be used once more to evolve the technique to its Final Mutation.
- Refresh allows Abomination Techniques and Jutsus that are usually limited to once per round or once every other round to be used once more in the given round Virulence is used.
- Refresh also applies to Viral Affliction, triggering it once more during the round.
- Refresh does not allow once per battle Jutsus to be used again nor does it apply to Virulence itself.
Swapping Combo Master with another Ability:

5. Combo Master
RP Post to delete: Mastering the Foundation

New Ability:
5. Fearless
Roleplay: Keni vs Mitsuha [Spectator Thread]
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Dojo Code:

  • <木ノ葉の黒鬼 Konoha no Kuroki (Black Demon of the Leaf)>
    HP: (60+lvl) x stamina
    CP: (40+lvl) x chakra control
    Class Bonus: Kinjutsu Option, +10% Chance of inflicting Bleeding
    High: Melee Accuracy
    Average: Genjutsu Save, Dodge, Genjutsu DC
    Low: Ranged Accuracy, Ninjutsu Accuracy
  • Character class approval: N/A
  • Class point card ASP purchase: N/A
Abilities:
1. Quickdraw
Roleplay: Every Ninja Walks On Water

2. Calm Mind
Roleplay: Every Ninja Walks On Water

3. Healing Factor
Roleplay: Every Ninja Walks On Water

4. Initiative
Roleplay: [Examination] Team Red

5. Fearless
Roleplay: Keni vs Mitsuha [Spectator Thread]

6. Clarity
Roleplay: A Molten Core

7. Cursed Seal - Stage 2 - +2 All secondaries, +10% All Damage types, all chakra costs -10% and CP/HP cost of Stage 2 is increased to 12 per round.
Additional Cursed Seal RP Post (for Stage 2): From Where I Stand: Sharing My Strength (My 3rd Post)

Shinobi 101 - Kinesis Ninjutsu uses Melee Accuracy

ASP. Fire - Chakra Style
Roleplay: The Winds of Change: Soul Resonance

Core Ability/Bloodline:
Nanjirou
Current Power Level: 1465
Approved In Character Creation
Nanjirou
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A distinct clan of samurai that has been the source of some of the greatest swordmasters throughout the land. Renown for the lethal finesse they display in their sword fighting with some of the most ancient blades, a Nanjirou is said to come of age only when their ancestry awakens within them; gifting them with spiritual link to their ancestors that can be evoked to display advanced techniques honed through generations of experience.

Note: All techniques and buffs from this Bloodline are considered Spiritual/Dark/Light based on their Ancestral Weapon.

084 PL - Ancestral Weapon (Rank One)/Bushido (Rank One)
168 PL - Wrath Seal (Rank One)
252 PL - Iaijutsu Mastery (Rank One)
336 PL - Battoujutsu (Rank One)
420 PL - Ancestral Weapon (Rank Two)
504 PL - Iaijutsu Mastery (Rank Two)
588 PL - Bushido (Rank Two) / Temporized Slash (Rank One)
672 PL - Wrath Seal (Rank Two) / Uncanny Dodge (Rank One)
756 PL - Ancestral Weapon (Rank Three) / Battoujutsu (Rank Two)
840 PL - Iaijutsu Mastery (Rank Three) / Temporized Slash (Rank Two)
924 PL - Uncanny Dodge (Rank Two)
1008 PL - Wrath Seal (Rank Three) / Temporized Slash (Rank Three)
1092 PL - Bushido (Rank Three) / Uncanny Dodge (Rank Three)
1176 PL - Battoujutsu (Rank Three)
1260 PL - Sword Trance (Rank One)
1344 PL - Crescent Arc (Rank One)
1428 PL - Sword Trance (Rank Two)
1512 PL - Tsubame Gaeshi (Rank One)
1596 PL - Sword Trance (Rank Three) / Crescent Arc (Rank Two)
1680 PL - Crescent Arc (Rank Three) / Tsubame Gaeshi (Rank Two)
1764 PL - Tsubame Gaeshi (Rank Three)

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Ancestral Weapon - Passive
The Nanjirou believe that the best ending to their life is to be as they lived; paired with a blade. Their remains are used in the forging and reforging of blades both new and old, quite literally infusing a part of them into their swords. It is for this reason that their are a myriad of unique weapons in the clan, each with their own history and displaying traits of those who came before. Many blades have a spirit within of one of their ancestors that serves as a guide to the Nanjirou as they live their life and grow in power.

Rank 1: Upon gaining this bloodline the user must designate a single Slashing or Piercing weapon as their Ancestral Weapon. Attacks made with this weapon gain one of the following alignments and the associated effect;
  • Spiritual Twice per round, the user may perform two Wrath Seal actions to the same attack with this weapon. Both require a focus point.
  • Holy The weapon protects the user against the first 175/275/400/550/675 damage that hits the wielder each round, increasing with the user's out of character rank D/C/B/A/S.
  • Cursed Each round the user's Ancestral Weapon siphons 1% of their maximum health into a special Bloodlust Pool. Whenever the user performs a Taijutsu with their Ancestral Weapon, for free, they may choose to spend Bloodlust as well which increases the base damage of their attack by an equal amount to a maximum of +500 Base Damage.
    • The Bloodlust Pool has no maximum cap and cannot be affected in any form other than spending or adding Bloodlust.
Rank 2: The Ancestral Weapon gains +1 Critical.
Rank 3: Critical bonus from Rank 2 no longer applies to caps.

Note:
- The user may only have a single Ancestral Weapon.
- The flavor regarding having an ancestral spirit within the weapon is still subject to the ghost NPC rules.
- The Ancestral Weapon must be stated in their Dojo thread. It and its alignment may be changed by remaking the chosen weapon.

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Bushido - Passive
Fitting for a clan of samurai, the Nanjirou are ingrained with a code of honor and pride before they even learn to speak. Due to carrying within them the blood and spirit of their lineage, the failure of oneself is seen as the failure of one's ancestry; to be the cause of such shame is not an option to them. The more a Nanjirou is pressured, the more of their Ancestry awakens.

Rank 1: The user gains +0.5 to all Secondary stats each time they lose 30% of their Max Hp, capping at +1.5 Secondaries.
Rank 2: The user is treated as having the Hidden Power ability (This does not require an abilities slot).
Rank 3: The user gains +0.5 to all Secondary stats each time they lose 15% Hp of their Max Hp, capping at +2 to their secondaries. So they gain a bonus at 85%/70%/55%/40%. If the user elects to fill one of their ability slots with Hidden Power, the cap is increased to +3. So they gain a bonus at 85%/70%/55%/40%/25%/10%.

Note(s):
- If the user has Hidden Power granted for free by a source which is not Bushido then the user is counted as having filled one of their ability slots with it even though the ability is not currently taking up an ability slot.

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Wrath Seal - Activated Passive
The core of what separates a swordsman and a Nanjirou is their ties to their clan; the Nanjirou have the unique ability to invoke visions, emotions, and perhaps most importantly, techniques, of their predecessors. A misnomer, the Wrath Seal is a trance they enter that allows even a young Nanjirou to display advanced swordsmanship by channeling the power of an ancient grandmaster. This is no free power though; the trance is exhausting, and difficult to maintain during battle for an extended time.

Rank 1: Grants the user 1 Focus point upon activation and each round active. They may perform the Dancing Blade, Energy Slash and Vantage options.
Rank 2: Grants the user 2 Focus points upon activation and each round active. The user may now perform the Vorpal Edge option.
Rank 3: Grants the user 3 Focus points upon activation and each round active. The user may now perform the Lethality option.

One Focus point may be spent to add one of the following effects to a Slashing or Piercing attack;
  • Dancing Blade - The user may add +1 target to an attack. The user deals -10% damage for the remainder of the round; this stacks indefinitely each time used in the round.
  • Energy Slash - The attack does not count as Melee Contact.
  • Vantage - The user may attack a stealthed target that they failed an awareness check on at -5 accuracy.
  • Vorpal Edge - When Battoujutsu is used, it does not suffer from the damage penalty gained through the Dancing Blade or Uncanny Dodge Nanjirou skills.
  • Lethality - Doubles both the Critical buff limit and any Critical bonuses the user has, but halves the user's critical damage modifier.

Cost: 1 Ap to activate. 4% Max Cp/Rnd active

Notes:
- Unused Focus Points carry over to the next round, but cap out at a maximum of 5.
- Focus points modify an entire action, not just an individual hit.
- An attack may only be modified by a single Focus point (with the exception of a Spiritual Ancestral Weapon.)

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Iaijutsu Mastery - Bloodline Fighting Style
Through many years of training, the Nanjirou have developed a code: "Wherever we may be, we must be prepared." With this code in mind, they have developed a stance to adjust to every situation. Their sword is constantly sheathed, and they may quickly draw it and redraw it. There are a number of variations but any skilled Nanjirou will have their fearsome Battoujutsu at the ready.

Rank 1: Jigen-ryu -- The user's Piercing and Slashing Taijutsu attacks with their weapon while in this stance do +5% more damage.
Rank 2: Mugai-ryu -- Taijutsu attacks done with this style are modded 0.25 AP faster (costs are still paid in full).
Rank 3: Kensei-ryu -- The user takes +15% Damage from all sources, however their class Evasion stat is considered High.

Special Action - The user may choose to only select the "dodge attack to sheath weapon" effect of this style without any of the other effects. If so, this does not take up the user's physical style.

Cost: 0.5 AP to enter stance.

Note:
- At all ranks, upon dodging an attack the user may sheath their weapon for no cost. This is considered a Smart Action, and will be done automatically.
- Can be used with -Any- Slashing or Piercing Weapon.
- No attack can be modded as if they cost less than 0.5 AP.
- While in the Kensei fighting style, the Nanjirou's damage buff cap is reduced to +25%. Additionally, any "beyond the cap" damage buffs they have are halved.

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Battoujutsu - D Rank Buffing Taijutsu
The infamous quickdraw technique of the Nanjirou. In the hands of a Nanjirou a sheathed blade is more dangerous than a drawn one, and in the blink of an eye they can unsheathe and strike at their enemies. With few people outside of shinobi having the necessary reflexes to react, the Nanjirou became famed for their "one-hit kill" swordsmanship.

Rank 1: The user equips a Slashing or Piercing weapon and attacks with a Taijutsu; If the attack rolls a critical, the modifier is increased to x2.1 Critical damage.
Rank 2: The user equips a Slashing or Piercing weapon and attacks with a Taijutsu with +1 Critical range; If the attack rolls a critical, the modifier is increased to x2.2 Critical damage.
Rank 3: The user equips a Slashing or Piercing weapon and attacks with a Taijutsu with +2 Critical range; If the attack rolls a critical, the modifier is increased to x2.3 Critical damage.

Cost: No Ap; increases the Cp/HP cost of the attack used with this by +30%.

Note:
- The weapon must be sheathed at the start of this attack.
- This attack cannot benefit for critical attack bonus' from any other source (such as Human Anatomy) put it can be stacked with Nanjirou's Ancestral Weapon.
- This may be used with and gain bonus' from Nanjirou's Lethality.
- Smart Action - The user will automatically default to using Battoujutsu when attempting to attack with a sheathed weapon when possible.

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Temporized Slash - C Rank Bloodline Slashing/Piercing Taijutsu
When facing a Nanjirou, one should never let their guard down, even when they believe themselves to have the upperhand. A technique performed by sheathing their sword in invisible chakra and slashing, the Nanjirou seals the wound right away through the use of the chakra and causes it to go unnoticed by the victim until they choose to release the chakra and open the wound. Often seen involving the user passing by the enemy in an apparent miss...Until blood suddenly gushes from multiple wounds at once.

Rank 1: Deals 1170 damage at -1 Accuracy. Damage dealt by this technique may show up as either a miss or hidden action (user's choice).
Rank 2: Deals 1460 damage. Damage dealt by this technique may show up as either a miss or hidden action (user's choice). Additionally, the user may choose an additional attack used during the current round or the next to be modded similarly.
Rank 3: Deals 1825 damage at +1 Accuracy. Damage dealt by this technique may show up as either a miss or hidden action (user's choice). Additionally, the user may choose an additional 2 attacks used during the current round or the next to be modded similarly.

Cost:
Rank 1: 1.75 Ap, 350 Cp
Rank 2: 1.75 Ap, 420 Cp
Rank 3: 1.75 Ap, 480 Cp

Notes:
- Attacks chosen to be hidden/missed may only be Slashing or Piercing Taijutsu.
- Lasts until the end of the following round, at which point all 'stored' damage is dealt at once.
- A target cannot be affected by multiple uses of Temporized Slash at once. Being hit by this Jutsu while already affected releases any stored damage from the previous use.
- 'Stored' attacks make their initial to-hit check at the time of use as normal. However, damage is not dealt until the time it is 'released'.
- If a 'stored' attack inflicts an effect such as bleeding or a debuff, it is applied upon the initial hit as usual but is 'hidden' from the mod until stored damage is released.
- Attacks still break binds as usual, despite the damage not being applied at the time of the hit.

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Uncanny Dodge - C-Rank Bloodline Taijutsu
There are few people whose raw speed and reflex can rival that of a Nanjirou swordsmaster. Their swiftness can seem unnatural, as if aided by some jutsu effect or other influence, but it is simply the result of their willpower to endure their clan's intense physical conditioning.

Rank 1: Once used, the user will auto-dodge the next level E-B Jutsu that hits them. The user may use a single Special Action.
Rank 2: Once used, the user will auto-dodge the next level E-A Jutsu that hits them. The user may use a single Special Action.
Rank 3: Once used, the user will auto-dodge the next level E-A Jutsu that hits them. The user may use both Special Actions.

Special Action - Razor's Reflex: Requires Wrath Seal to be active. The Nanjirou may spend a Focus point when using Uncanny Dodge to make a basic melee attack against the attacker, dealing damage equal to 20% of the attack's intended damage.

Special Action - Hidden Warrior: By paying 0.5 additional AP at the time (not at cast) the attack is auto-dodged, the Nanjirou may attempt to enter stealth at -1 stealth bonus.

Cost: 1 Ap; Cp equal to 30% of the triggering attack (CP cost is paid upon the triggering attack but the AP is paid on cast).

Note:
- This cannot be used reflexively. This must be cast before the attack they attempt to auto-dodge.
- This is an activated auto-dodge.
- May only be used once per round, even if Acrobatics is an owned ability.
- May use both special actions at rank 3, and only a single one at rank 2.
- After usage, the Nanjirou deals -20% damage for the remainder of the round.

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Sword Trance - B-Rank Bloodline Buffing Taijutsu
Calling forth the spirits of their ancestors, the Nanjirou manifests their willpower and soul in a form of living blade that dances around them. To the eyes of a stranger, they would appear like gleaming steel that appeared out of thin air but for the Nanjirou, each and every single blade was once a part of their living bloodline, aiding them in their techniques - refining them with their wisdom.

Effect: The user generates a certain amount of Living Blades each round and the user may choose to expend 1 Living Blade into their Basic Attack, offensive Bloodline Technique or Slashing/Piercing Taijutsu to grant it an additional effect. If the user is equipped with their Ancestral Weapon at the time of cast, the Living Blade user gains the effect under their weapon's Alignment instead.
  • Base - Attacks done with a Living Blade gains it +2 Accuracy.
  • Spiritual - Attacks done with a Living Blade uses the target's Genjutsu Save instead of their usual Dodge in the roll, and may perform a single Wrath Seal action without requiring a focus point.
  • Holy - Attacks done with a Living Blade recovers the user's health by 175 / 275 / 400 / 550 / 675, scaling from the user's Out of Character Rank (D / C / B / A / S).
  • Cursed - Attacks done with a Living Blade will siphon 1% of the target's maximum Health and adds it to the user's Bloodlust Pool.
Rank 1: Generates 2 Living Blades.
Rank 2: Generates 3 Living Blades.
Rank 3: Generates 4 Living Blades.

Cost: 2.25 AP and 1% max HP to activate, 1% max HP/round to maintain.

Notes:
- Lasts for 3 rounds and has a round cooldown after the end of the duration.
- The user can only hold up to 6 Living Blades at a time.
- The Light/Dark versions do not stack if used with an attack hitting multiple targets at once. Light will only heal the user once per attack, and the Dark variant will only add the highest damage dealt amount to the user's Bloodlust Pool.

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Crescent Arc - B-Rank Bloodline Slashing/Piercing Taijutsu
The Nanjirou's mastery over their body is paralleled by the mastery they have over their own mind. Able to feel their own bodily energies they are able to harness their spiritual wrath tangibly. They release an arc of energy from their sword from afar. This pure energy is disruptive to the chakra coils in their opponent, often exhausting their adversaries long before they achieve victory.

Rank 1: The user strikes once dealing 825 Taijutsu damage and an additional 825 chakra damage.
Rank 2: The user strikes once dealing 980 Taijutsu damage at +1 Accuracy and an additional 980 chakra damage.
Rank 3: The user strikes once dealing 1,165 Taijutsu damage at +2 Accuracy and an additional 1,165 chakra damage.

Special Action: For -1 to the attack's accuracy this attack may target a second target. This may stack up to three times.

Cost:
Rank 1: 2.25 Ap, 655 Cp
Rank 2: 2.25 Ap, 780 Cp
Rank 3: 2.25 Ap, 885 Cp

Notes:
- Can be used with Melee or Ranged Accuracy.
- If used with Ranged Accuracy, this attack has a second chance to hit if the initial use was a miss; this can only occur once per round. This energy strike deals 80% normal damage at -3 Accuracy.

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Tsubame Gaeshi - A-Rank Bloodline Slashing/Piercing Taijutsu
In a single decisive strike fabled to never miss, a Nanjirou can take down a weakened foe. The voices from their ancestors call out the them and some say that they can see the face of these ancient warriors in place of the man living this day or that their hands guide the blade of their descendant. The strike is the pinnacle of swordsmanship, and so powerful it cleanly splits solid stone.

Rank 1: At + 3 accuracy the Nanjirou attempts to strike down a single target dealing 2650 damage. This attack cannot target a clone or an unintended target.
Rank 2: At + 3 accuracy the Nanjirou attempts to strike down a single target dealing 3050 damage. This attack cannot target a clone or an unintended target and cannot be auto-dodged.
Rank 3: At + 3 accuracy the Nanjirou attempts to strike down a single target dealing 3505 damage. This attack cannot target a clone or an unintended target, cannot be auto-dodged and can target an opponent in stealth as if they were regularly targeting an opponent (but this is done at -3 accuracy).

Cost:
Rank 1: 2.75 Ap, 1400 Cp
Rank 2: 2.75 Ap, 1750 Cp
Rank 3: 2.75 Ap, 2100 Cp

Notes:
- May only be used once per round.
- If the opponent was in stealth when they were hit with this attack, this attack does not take them out of stealth but they would take the full damage of this attack.

Weapon(s):
Weapons Galore purchase link: (If bought)


[/list]

Equipment:

Curse Seal(s):
Cursed Seal RP Thread: From Where I Stand: Sharing My Strength
Cursed Seal - Regenerate 8% Max CP per round, but cannot recover CP through any other method while the Cursed Seal is active.

Cursed Seal - Stage 2 (Heaven) - +2 All secondaries, +10% All Damage types, all chakra costs -10% and CP/HP cost of Stage 2 is increased to 12 per round.

Contracts:
Contract name:
Contract Approval link:

  • <Insert Class Name>
  • HP: (Creature's Mod 1 + User's Level) x User's Chakra Control
  • CP: (Creature's Mod 2 + User's Level) x User's Chakra Control
  • Class Bonus:
  • High:
  • Average:
  • Low:
Jutsu Sub-types:
1.
2.
3.
Jutsu List: (unlocked based on your summons rank.
4 E-Rank:
4 D-Rank:
4 C-Rank:
4 B-Rank:
6 A-Rank:
Abilities:
1.
2.(Unlocked at B-rank)
3.(Unlocked at S-rank)
Specialized Ability:
(paste code found under your contract's information here)

Kinjutsu:
Kinjutsu Name:Abomination
Kinjutsu Approval Link: Approval
Kinjutsu path(s) Approval links:
Abomination
AB.jpg

Kinjutsu Approval
Roleplay:Metamorphosis [Ft. Keniwa & Aria]
Cursed Seals have long been seen as a dark practice due to their destruction of their host's body, but power-at-any-cost comes appealing to many. Occasionally, there are those who's bodies have an unnatural affinity to the Curse Seal, and rather than break down under a Seal's power merge with it in a form of symbiosis that mutates their own body. The original seal is little more than a birthmark at this point, with the true affects of the seal becoming a 'natural' bodily function to them. Demon, mutant, oni, monster...there are many names for them, but this new power and body-reshaping abilities lead them to be seen as an Abomination.

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

Effects:
- The user gains access to the Cursed Seal Ability and will not take up a slot. If the user already has the ability upon gaining Abomination, the Cursed Seal Ability will no longer take up a slot.
- CP Modifier Reduction from Cursed Seal is halved, the user only losing 2 Max CP Modifier every 10 seconds. The user slowly regains their lost CP Modifiers by 2 every 10 seconds inactive.
- HP/CP Modifier Reduction from Stage 2 Cursed Seals is lowered by 4. The user slowly regains their lost HP/CP Modifiers by 1 every 10 seconds inactive.
- The User's Cursed Seal activates in 0 seconds.
-The User may activate Cursed Seal: Stage 2 after having their Base Cursed Seal active for 5 seconds.
-The user may re-activate their Cursed Seal in battle but has a 5-second cooldown upon deactivation.
-The user may re-activate their Cursed Seal: Stage 2 in battle but it requires a 10-second cooldown after it deactivates.
- This Kinjutsu, all of its techniques, and its user are considered Cursed

- Abomination's active techniques (Metamorph, Chrysalis and Malevolent Annihilation) has a unique Mutation mechanic which modifies/adds bonuses to the said technique each time it reaches a new stage of Mutation. Each technique has its own unique Mutation Condition found beneath it.

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Adaptive Mutation - Kinjutsu Ability
AB4.jpg

Ability/Jutsu Description
Purchase Link
An Abomination's mutation is not limited to that of their own body but to the extent of their capability. Instinctively releasing enzymes to fuel their Cursed Seal in order to adapt to any given situation. This trait makes Abominations a dangerous threat in prolonged combat, merely increasing in power as well as resilience against attacks overtime.

Information
Prerequisites: Abomination

Effect: If the user initially loses 10% of their maximum Health, they gain +2 Custom Class Points in which they may apply to their current Custom Class at the start of the following round. Each time they lose 10% of their maximum Health after the first, they only gain +1 Custom Class Point.

Note:
- Does not take an Ability Slot
- The user -must- state what these points should be used for at this time and failure to do so will result to lost of said points for the remainder of battle.
- The user may only spend their Custom Class Points from Adaptive Mutation from bonuses of 3 Points and below (with the exception of +1 Inventory not being a valid option).
- Recovering health and receiving damage does not take away bonuses from this ability, nor does it allow the user to re-obtain Custom Class Points for Max HP thresholds they have already gotten the points for.

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Viral Affliction - Kinjutsu Ability
AB2.jpg

Ability/Jutsu Description
Purchase Link
The body of the Abomination is naturally receptive to the taint of a Curse Seal and embraces it in a unique way through their mutations. The same cannot be said for others though; coming into contact or even just being around an Abomination comes with the risk of being infected by their ever-mutating genetics, infecting others like a plague. Even other Abomination are not immune to the unique traits of each other.

Information
Prerequisites: Abomination

Effect: Each round, up to two random opponents in the battle must make a check against the user, failing this check causes the target(s) to suffer from half of the opposite effects of the user's Cursed Seal for the round. If the target fails the check twice in a row and every round after, they suffer from the full opposite effects of the user's Cursed Seal for the round.

Special Action - Plague Affliction: At the end of the round, the user may choose to increase their Cursed Seal's CP Mod penalty by an additional 2 mod points for the following round; doing so grants the user +2 to their next check(s) and it will apply to all opponents in battle.

Notes:
- Does not take an Ability Slot
- Requires the user to have their Cursed Seal active.
- The user must declare which accuracy to use upon activating both their Cursed Seal and Viral Affliction, either be Melee Accuracy, Ranged Accuracy, Ninjutsu Accuracy or Genjutsu Difficulty.
- If the user has "1 Free basic attack per round" for their Cursed Seal bonus, this forces a target to perform a Basic Attack at the start of each round. All costs are paid as normal. If the target is not equipped with a weapon, they will still perform a Basic Attack with Unarmed Damage at normal Damage Modifier and Accuracy.
- If the user has "+1 Inventory slot" for their Cursed Seal bonus, a random item in the target's inventory will be disabled for the round and cannot be used.
- If the user has "+5% Sneak attack chance" for their Curse Seal bonus, this causes any sneak attacks performed by the victim to be modded as normal attacks.
- If the user has the "Ignore 1 point of debuff" option, the victim suffers a random point of debuff for the round.
- If the user has any of the 4 point 'special' options from the Curse Seal ability, those are not 'reversed and transferred' by this ability. In this case, the user may choose a different penalty equal to 4 points to be used in its place.

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Metamorph - B-Rank Taijutsu
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Ability/Jutsu Description
Purchase Link
One of the most known abilities of an Abomination, this is perhaps the skill that have forever labeled them as monsters to the majority of the world. As their Curse seals have been broken down into enzymes within their body, they can undergo spontaneous physical mutations during the activation of their seal. What this change, or how it effects them, is often different from on Abomination to the next.

Information
Prerequisites: Abomination, B-Rank

Effect: Upon use, the user chooses 1 Augment in their inventory (not in their weapon) and creates a Metamorph with it in the user's body. While the Metamorph is active, the chosen augment is applied to the user directly and affects all attacks made by the user (not just Taijutsu). The Metamorph limb is destroyed upon reaching Sprained Called Shot penalty.

Rank1: Allows access to First Mutation.
Mastered: Allows access to Second Mutation.

Mutation Condition: While Metamorph is active and is in its Base Effect or First Mutation, every next round will cause it to evolve to the next Mutation.
  • First Mutation: The Metamorph limb is destroyed upon reaching Fractured Called Shot penalty.
  • Second Mutation: The Metamorph limb is destroyed upon reaching Broken Called Shot penalty.
  • Final Mutation: May add an additional Augment for a maximum of 2 to their Metamorph limb as well ignore the first 2 successful Called Shot penalty inflicted on it.

Cost: 2.25 AP, 545 Chakra and 275 Chakra per round.

Note:
- Requires Cursed Seal active.
- If at any point a Mutated Metamorph is destroyed, it will revert back to its previous Mutation the next time it is used. This does not apply when it reaches Final Mutation nor will it apply when it is already as its First Mutation.
- The Metamorph is treated as a valid Called Shot target for all intents and purposes, and may be damaged and healed following the same rules.
- There is a 2-round cooldown if the Metamorphis destroyed through Called Shot and a round cooldown if Metamorph is no longer maintained.

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Chrysalis - B-Rank Ninjutsu
kywE2Ix.png

Ability/Jutsu Description
Purchase Link
Forcing a unique mutation in their body, the Abomination wraps themselves with their own flesh and with the strength of their Cursed Seal, reinforces the outer layer of to the point it becomes harder than steel. From within, the Abomination allows themselves to recover and re-organize their genetic makeup within the safety of their shell before unleashing a fully energized attack upon emerging.

Information
Prerequisites: Abomination, B-Rank

Effect: The user creates a barrier around themselves with Health equal to 40% of their current Health + 10% of their current Chakra for a full round. While active, the user is considered Resting; upon successfully maintaining the barrier for a full round, the user emerges with the Health they initially had upon activating Chrysalis in addition to any benefit gained through Resting.

Rank 1: Grants access to First Mutation.
Mastered: Grants access to Second Mutation.

Mutation Condition: Each time Chrysalis is used while it is in Base or First Mutation, regardless if it was destroyed or was successful, the next time Chrysalis is used it will evolve to its next Mutation.
  • First Mutation: Barrier gains +15% Damage Reduction while active.
  • Second Mutation: Barrier Health is now equal to 45% of their current Health + 15% of their current Chakra
  • Final Mutation: May be used an additional time in battle.

Cost: 2.5 AP and 30% of the Barrier's Health as Chakra Cost.

Notes:
- Requires Cursed Seal active and does not require handseals.
- The user's Cursed Seal will not lower their CP Mod for the round Chrysalis was used.
- While Chrysalis is active, the user cannot perform any actions but can maintain Chrysalis and any other effects that has been active prior to Chrysalis. If the user is equipped with a weapon, it is not dropped.
- Damage from passive effects applied to them prior to using Chrysalis (e.g Bleeding, Burn, etc) is temporarily halted while Chrysalis is active, and resumes thereafter.
- May only be used once every other round and twice per battle. If used, regardless at which point Chrysalis is used, it will be modded as the first action of the round, overriding all priorities.
- The barrier created from Chrysalis cannot be affected by techniques that may automatically destroy or bypass it. It can only be destroyed if the Barrier's Health drops to 0.
- If at any point the Chrysalis is destroyed (reducing the Barrier's Health to 0) before it completes a full round, the user will only receive resting bonuses for the amount of time up to that point, and recieves the maximum amount of Suppression.

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Malevolent Annihilation - A-Rank Ninjutsu
2QQsgf2.png

Ability/Jutsu Description
Purchase Link
One of the most destructive techniques in the Abominations repertoire, this technique transforms their body into a hellish and gruesome form, shifting and twisting their own body and skin to create cannon-like openings to their insides. After transforming their bodies, the Abomination then builds up a dangerous portion of their chakra, before unleashing it as a huge wave of energy filled with their own genetic signature in the immediate vicinity, inflicting their very own disease if one has survived from the initial blast.

Information
Prerequisites: Abomination, A-Rank

Effect: Deals 4840 damage to up to 2 targets at -2 Accuracy. Upon successful hit, the target must make a check against the user; failing this check causes them to automatically receive the effects of Viral Affliction.

Rank 1: Grants access to First Mutation.
Mastered: Grants access to Second Mutation.

Mutation Condition: Every use of Malevolent Annihilation evolves it to the next Mutation.
  • First Mutation: If used upon a target already affected by Viral Affliction, the effect may stack a single time.
  • Second Mutation: Malevolent Annihilation may target an additional target.
  • Final Mutation: Targets chosen for Malevolent Annihilation must make a check against Viral Affliction even if they successfully dodged the attack.

Cost: 3 AP and 2,420 Chakra

Note:
- May only be used once round.
- Requires Cursed Seal active and does not require handseals.
- Must use either Melee Accuracy, Ranged Accuracy, Ninjutsu Accuracy or Genjutsu Difficulty for the purpose of both Accuracy and Check. Does not require handseals.

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Virulence - S-Rank Ninjutsu
AB7.jpg

Ability/Jutsu Description
Purchase Link
An Abomination's body constantly changes, both externally and internally, their genetic makeup slowly twisting and turning, mutating to the next level of power albeit in a slower pace allowing them to remain in control. Though the Abomination always has a dark and destructive technique that allows them to manually cause this changes in a blink of an eye, drastically increasing their power and potential.

Information
Prerequisites: Abomination, S-Rank

Master Rank: Evolves all Abomination Techniques that are currently in the Second Mutation to Final Mutation. This refreshes all cooldown on the Abomination's Viral Affliction, Abomination Techniques and Jutsus. Additionally, the user may chain either Metamorph, Chrysalis or Malevolent Annihilation for -0.5 AP Cost after Virulence.

Cost: 2 AP, 2750 CP

Note:
- May only be used once every other round.
- This will only evolve Abomination Techniques that are in Second Mutation. If an Abomination Technique has reached Second Mutation after Virulence is used, Virulence has to be used once more to evolve the technique to its Final Mutation.
- Refresh allows Abomination Techniques and Jutsus that are usually limited to once per round or once every other round to be used once more in the given round Virulence is used.
- Refresh also applies to Viral Affliction, triggering it once more during the round.
- Refresh does not allow once per battle Jutsus to be used again nor does it apply to Virulence itself.

Changing my second Weapon Seiryū-kiba:

 
Dojo Code:

  • <木ノ葉の黒鬼 Konoha no Kuroki (Black Demon of the Leaf)>
    HP: (60+lvl) x stamina
    CP: (40+lvl) x chakra control
    Class Bonus: Kinjutsu Option, +10% Chance of inflicting Bleeding
    High: Melee Accuracy
    Average: Genjutsu Save, Dodge, Genjutsu DC
    Low: Ranged Accuracy, Ninjutsu Accuracy
  • Character class approval: N/A
  • Class point card ASP purchase: N/A
Abilities:
1. Quickdraw
Roleplay: Every Ninja Walks On Water

2. Calm Mind
Roleplay: Every Ninja Walks On Water

3. Healing Factor
Roleplay: Every Ninja Walks On Water

4. Initiative
Roleplay: [Examination] Team Red

5. Fearless
Roleplay: Keni vs Mitsuha [Spectator Thread]

6. Clarity
Roleplay: A Molten Core

7. Cursed Seal - Stage 2 - +2 All secondaries, +10% All Damage types, all chakra costs -10% and CP/HP cost of Stage 2 is increased to 12 per round.
Additional Cursed Seal RP Post (for Stage 2): From Where I Stand: Sharing My Strength (My 3rd Post)

Shinobi 101 - Kinesis Ninjutsu uses Melee Accuracy

ASP. Fire - Chakra Style
Roleplay: The Winds of Change: Soul Resonance

Core Ability/Bloodline:
Nanjirou
Current Power Level: 1465
Approved In Character Creation
Nanjirou
Nanjirou.jpg

A distinct clan of samurai that has been the source of some of the greatest swordmasters throughout the land. Renown for the lethal finesse they display in their sword fighting with some of the most ancient blades, a Nanjirou is said to come of age only when their ancestry awakens within them; gifting them with spiritual link to their ancestors that can be evoked to display advanced techniques honed through generations of experience.

Note: All techniques and buffs from this Bloodline are considered Spiritual/Dark/Light based on their Ancestral Weapon.

084 PL - Ancestral Weapon (Rank One)/Bushido (Rank One)
168 PL - Wrath Seal (Rank One)
252 PL - Iaijutsu Mastery (Rank One)
336 PL - Battoujutsu (Rank One)
420 PL - Ancestral Weapon (Rank Two)
504 PL - Iaijutsu Mastery (Rank Two)
588 PL - Bushido (Rank Two) / Temporized Slash (Rank One)
672 PL - Wrath Seal (Rank Two) / Uncanny Dodge (Rank One)
756 PL - Ancestral Weapon (Rank Three) / Battoujutsu (Rank Two)
840 PL - Iaijutsu Mastery (Rank Three) / Temporized Slash (Rank Two)
924 PL - Uncanny Dodge (Rank Two)
1008 PL - Wrath Seal (Rank Three) / Temporized Slash (Rank Three)
1092 PL - Bushido (Rank Three) / Uncanny Dodge (Rank Three)
1176 PL - Battoujutsu (Rank Three)
1260 PL - Sword Trance (Rank One)
1344 PL - Crescent Arc (Rank One)
1428 PL - Sword Trance (Rank Two)
1512 PL - Tsubame Gaeshi (Rank One)
1596 PL - Sword Trance (Rank Three) / Crescent Arc (Rank Two)
1680 PL - Crescent Arc (Rank Three) / Tsubame Gaeshi (Rank Two)
1764 PL - Tsubame Gaeshi (Rank Three)

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Ancestral Weapon - Passive
The Nanjirou believe that the best ending to their life is to be as they lived; paired with a blade. Their remains are used in the forging and reforging of blades both new and old, quite literally infusing a part of them into their swords. It is for this reason that their are a myriad of unique weapons in the clan, each with their own history and displaying traits of those who came before. Many blades have a spirit within of one of their ancestors that serves as a guide to the Nanjirou as they live their life and grow in power.

Rank 1: Upon gaining this bloodline the user must designate a single Slashing or Piercing weapon as their Ancestral Weapon. Attacks made with this weapon gain one of the following alignments and the associated effect;
  • Spiritual Twice per round, the user may perform two Wrath Seal actions to the same attack with this weapon. Both require a focus point.
  • Holy The weapon protects the user against the first 175/275/400/550/675 damage that hits the wielder each round, increasing with the user's out of character rank D/C/B/A/S.
  • Cursed Each round the user's Ancestral Weapon siphons 1% of their maximum health into a special Bloodlust Pool. Whenever the user performs a Taijutsu with their Ancestral Weapon, for free, they may choose to spend Bloodlust as well which increases the base damage of their attack by an equal amount to a maximum of +500 Base Damage.
    • The Bloodlust Pool has no maximum cap and cannot be affected in any form other than spending or adding Bloodlust.
Rank 2: The Ancestral Weapon gains +1 Critical.
Rank 3: Critical bonus from Rank 2 no longer applies to caps.

Note:
- The user may only have a single Ancestral Weapon.
- The flavor regarding having an ancestral spirit within the weapon is still subject to the ghost NPC rules.
- The Ancestral Weapon must be stated in their Dojo thread. It and its alignment may be changed by remaking the chosen weapon.

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Bushido - Passive
Fitting for a clan of samurai, the Nanjirou are ingrained with a code of honor and pride before they even learn to speak. Due to carrying within them the blood and spirit of their lineage, the failure of oneself is seen as the failure of one's ancestry; to be the cause of such shame is not an option to them. The more a Nanjirou is pressured, the more of their Ancestry awakens.

Rank 1: The user gains +0.5 to all Secondary stats each time they lose 30% of their Max Hp, capping at +1.5 Secondaries.
Rank 2: The user is treated as having the Hidden Power ability (This does not require an abilities slot).
Rank 3: The user gains +0.5 to all Secondary stats each time they lose 15% Hp of their Max Hp, capping at +2 to their secondaries. So they gain a bonus at 85%/70%/55%/40%. If the user elects to fill one of their ability slots with Hidden Power, the cap is increased to +3. So they gain a bonus at 85%/70%/55%/40%/25%/10%.

Note(s):
- If the user has Hidden Power granted for free by a source which is not Bushido then the user is counted as having filled one of their ability slots with it even though the ability is not currently taking up an ability slot.

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Wrath Seal - Activated Passive
The core of what separates a swordsman and a Nanjirou is their ties to their clan; the Nanjirou have the unique ability to invoke visions, emotions, and perhaps most importantly, techniques, of their predecessors. A misnomer, the Wrath Seal is a trance they enter that allows even a young Nanjirou to display advanced swordsmanship by channeling the power of an ancient grandmaster. This is no free power though; the trance is exhausting, and difficult to maintain during battle for an extended time.

Rank 1: Grants the user 1 Focus point upon activation and each round active. They may perform the Dancing Blade, Energy Slash and Vantage options.
Rank 2: Grants the user 2 Focus points upon activation and each round active. The user may now perform the Vorpal Edge option.
Rank 3: Grants the user 3 Focus points upon activation and each round active. The user may now perform the Lethality option.

One Focus point may be spent to add one of the following effects to a Slashing or Piercing attack;
  • Dancing Blade - The user may add +1 target to an attack. The user deals -10% damage for the remainder of the round; this stacks indefinitely each time used in the round.
  • Energy Slash - The attack does not count as Melee Contact.
  • Vantage - The user may attack a stealthed target that they failed an awareness check on at -5 accuracy.
  • Vorpal Edge - When Battoujutsu is used, it does not suffer from the damage penalty gained through the Dancing Blade or Uncanny Dodge Nanjirou skills.
  • Lethality - Doubles both the Critical buff limit and any Critical bonuses the user has, but halves the user's critical damage modifier.

Cost: 1 Ap to activate. 4% Max Cp/Rnd active

Notes:
- Unused Focus Points carry over to the next round, but cap out at a maximum of 5.
- Focus points modify an entire action, not just an individual hit.
- An attack may only be modified by a single Focus point (with the exception of a Spiritual Ancestral Weapon.)

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Iaijutsu Mastery - Bloodline Fighting Style
Through many years of training, the Nanjirou have developed a code: "Wherever we may be, we must be prepared." With this code in mind, they have developed a stance to adjust to every situation. Their sword is constantly sheathed, and they may quickly draw it and redraw it. There are a number of variations but any skilled Nanjirou will have their fearsome Battoujutsu at the ready.

Rank 1: Jigen-ryu -- The user's Piercing and Slashing Taijutsu attacks with their weapon while in this stance do +5% more damage.
Rank 2: Mugai-ryu -- Taijutsu attacks done with this style are modded 0.25 AP faster (costs are still paid in full).
Rank 3: Kensei-ryu -- The user takes +15% Damage from all sources, however their class Evasion stat is considered High.

Special Action - The user may choose to only select the "dodge attack to sheath weapon" effect of this style without any of the other effects. If so, this does not take up the user's physical style.

Cost: 0.5 AP to enter stance.

Note:
- At all ranks, upon dodging an attack the user may sheath their weapon for no cost. This is considered a Smart Action, and will be done automatically.
- Can be used with -Any- Slashing or Piercing Weapon.
- No attack can be modded as if they cost less than 0.5 AP.
- While in the Kensei fighting style, the Nanjirou's damage buff cap is reduced to +25%. Additionally, any "beyond the cap" damage buffs they have are halved.

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Battoujutsu - D Rank Buffing Taijutsu
The infamous quickdraw technique of the Nanjirou. In the hands of a Nanjirou a sheathed blade is more dangerous than a drawn one, and in the blink of an eye they can unsheathe and strike at their enemies. With few people outside of shinobi having the necessary reflexes to react, the Nanjirou became famed for their "one-hit kill" swordsmanship.

Rank 1: The user equips a Slashing or Piercing weapon and attacks with a Taijutsu; If the attack rolls a critical, the modifier is increased to x2.1 Critical damage.
Rank 2: The user equips a Slashing or Piercing weapon and attacks with a Taijutsu with +1 Critical range; If the attack rolls a critical, the modifier is increased to x2.2 Critical damage.
Rank 3: The user equips a Slashing or Piercing weapon and attacks with a Taijutsu with +2 Critical range; If the attack rolls a critical, the modifier is increased to x2.3 Critical damage.

Cost: No Ap; increases the Cp/HP cost of the attack used with this by +30%.

Note:
- The weapon must be sheathed at the start of this attack.
- This attack cannot benefit for critical attack bonus' from any other source (such as Human Anatomy) put it can be stacked with Nanjirou's Ancestral Weapon.
- This may be used with and gain bonus' from Nanjirou's Lethality.
- Smart Action - The user will automatically default to using Battoujutsu when attempting to attack with a sheathed weapon when possible.

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Temporized Slash - C Rank Bloodline Slashing/Piercing Taijutsu
When facing a Nanjirou, one should never let their guard down, even when they believe themselves to have the upperhand. A technique performed by sheathing their sword in invisible chakra and slashing, the Nanjirou seals the wound right away through the use of the chakra and causes it to go unnoticed by the victim until they choose to release the chakra and open the wound. Often seen involving the user passing by the enemy in an apparent miss...Until blood suddenly gushes from multiple wounds at once.

Rank 1: Deals 1170 damage at -1 Accuracy. Damage dealt by this technique may show up as either a miss or hidden action (user's choice).
Rank 2: Deals 1460 damage. Damage dealt by this technique may show up as either a miss or hidden action (user's choice). Additionally, the user may choose an additional attack used during the current round or the next to be modded similarly.
Rank 3: Deals 1825 damage at +1 Accuracy. Damage dealt by this technique may show up as either a miss or hidden action (user's choice). Additionally, the user may choose an additional 2 attacks used during the current round or the next to be modded similarly.

Cost:
Rank 1: 1.75 Ap, 350 Cp
Rank 2: 1.75 Ap, 420 Cp
Rank 3: 1.75 Ap, 480 Cp

Notes:
- Attacks chosen to be hidden/missed may only be Slashing or Piercing Taijutsu.
- Lasts until the end of the following round, at which point all 'stored' damage is dealt at once.
- A target cannot be affected by multiple uses of Temporized Slash at once. Being hit by this Jutsu while already affected releases any stored damage from the previous use.
- 'Stored' attacks make their initial to-hit check at the time of use as normal. However, damage is not dealt until the time it is 'released'.
- If a 'stored' attack inflicts an effect such as bleeding or a debuff, it is applied upon the initial hit as usual but is 'hidden' from the mod until stored damage is released.
- Attacks still break binds as usual, despite the damage not being applied at the time of the hit.

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Uncanny Dodge - C-Rank Bloodline Taijutsu
There are few people whose raw speed and reflex can rival that of a Nanjirou swordsmaster. Their swiftness can seem unnatural, as if aided by some jutsu effect or other influence, but it is simply the result of their willpower to endure their clan's intense physical conditioning.

Rank 1: Once used, the user will auto-dodge the next level E-B Jutsu that hits them. The user may use a single Special Action.
Rank 2: Once used, the user will auto-dodge the next level E-A Jutsu that hits them. The user may use a single Special Action.
Rank 3: Once used, the user will auto-dodge the next level E-A Jutsu that hits them. The user may use both Special Actions.

Special Action - Razor's Reflex: Requires Wrath Seal to be active. The Nanjirou may spend a Focus point when using Uncanny Dodge to make a basic melee attack against the attacker, dealing damage equal to 20% of the attack's intended damage.

Special Action - Hidden Warrior: By paying 0.5 additional AP at the time (not at cast) the attack is auto-dodged, the Nanjirou may attempt to enter stealth at -1 stealth bonus.

Cost: 1 Ap; Cp equal to 30% of the triggering attack (CP cost is paid upon the triggering attack but the AP is paid on cast).

Note:
- This cannot be used reflexively. This must be cast before the attack they attempt to auto-dodge.
- This is an activated auto-dodge.
- May only be used once per round, even if Acrobatics is an owned ability.
- May use both special actions at rank 3, and only a single one at rank 2.
- After usage, the Nanjirou deals -20% damage for the remainder of the round.

---

Sword Trance - B-Rank Bloodline Buffing Taijutsu
Calling forth the spirits of their ancestors, the Nanjirou manifests their willpower and soul in a form of living blade that dances around them. To the eyes of a stranger, they would appear like gleaming steel that appeared out of thin air but for the Nanjirou, each and every single blade was once a part of their living bloodline, aiding them in their techniques - refining them with their wisdom.

Effect: The user generates a certain amount of Living Blades each round and the user may choose to expend 1 Living Blade into their Basic Attack, offensive Bloodline Technique or Slashing/Piercing Taijutsu to grant it an additional effect. If the user is equipped with their Ancestral Weapon at the time of cast, the Living Blade user gains the effect under their weapon's Alignment instead.
  • Base - Attacks done with a Living Blade gains it +2 Accuracy.
  • Spiritual - Attacks done with a Living Blade uses the target's Genjutsu Save instead of their usual Dodge in the roll, and may perform a single Wrath Seal action without requiring a focus point.
  • Holy - Attacks done with a Living Blade recovers the user's health by 175 / 275 / 400 / 550 / 675, scaling from the user's Out of Character Rank (D / C / B / A / S).
  • Cursed - Attacks done with a Living Blade will siphon 1% of the target's maximum Health and adds it to the user's Bloodlust Pool.
Rank 1: Generates 2 Living Blades.
Rank 2: Generates 3 Living Blades.
Rank 3: Generates 4 Living Blades.

Cost: 2.25 AP and 1% max HP to activate, 1% max HP/round to maintain.

Notes:
- Lasts for 3 rounds and has a round cooldown after the end of the duration.
- The user can only hold up to 6 Living Blades at a time.
- The Light/Dark versions do not stack if used with an attack hitting multiple targets at once. Light will only heal the user once per attack, and the Dark variant will only add the highest damage dealt amount to the user's Bloodlust Pool.

---

Crescent Arc - B-Rank Bloodline Slashing/Piercing Taijutsu
The Nanjirou's mastery over their body is paralleled by the mastery they have over their own mind. Able to feel their own bodily energies they are able to harness their spiritual wrath tangibly. They release an arc of energy from their sword from afar. This pure energy is disruptive to the chakra coils in their opponent, often exhausting their adversaries long before they achieve victory.

Rank 1: The user strikes once dealing 825 Taijutsu damage and an additional 825 chakra damage.
Rank 2: The user strikes once dealing 980 Taijutsu damage at +1 Accuracy and an additional 980 chakra damage.
Rank 3: The user strikes once dealing 1,165 Taijutsu damage at +2 Accuracy and an additional 1,165 chakra damage.

Special Action: For -1 to the attack's accuracy this attack may target a second target. This may stack up to three times.

Cost:
Rank 1: 2.25 Ap, 655 Cp
Rank 2: 2.25 Ap, 780 Cp
Rank 3: 2.25 Ap, 885 Cp

Notes:
- Can be used with Melee or Ranged Accuracy.
- If used with Ranged Accuracy, this attack has a second chance to hit if the initial use was a miss; this can only occur once per round. This energy strike deals 80% normal damage at -3 Accuracy.

---

Tsubame Gaeshi - A-Rank Bloodline Slashing/Piercing Taijutsu
In a single decisive strike fabled to never miss, a Nanjirou can take down a weakened foe. The voices from their ancestors call out the them and some say that they can see the face of these ancient warriors in place of the man living this day or that their hands guide the blade of their descendant. The strike is the pinnacle of swordsmanship, and so powerful it cleanly splits solid stone.

Rank 1: At + 3 accuracy the Nanjirou attempts to strike down a single target dealing 2650 damage. This attack cannot target a clone or an unintended target.
Rank 2: At + 3 accuracy the Nanjirou attempts to strike down a single target dealing 3050 damage. This attack cannot target a clone or an unintended target and cannot be auto-dodged.
Rank 3: At + 3 accuracy the Nanjirou attempts to strike down a single target dealing 3505 damage. This attack cannot target a clone or an unintended target, cannot be auto-dodged and can target an opponent in stealth as if they were regularly targeting an opponent (but this is done at -3 accuracy).

Cost:
Rank 1: 2.75 Ap, 1400 Cp
Rank 2: 2.75 Ap, 1750 Cp
Rank 3: 2.75 Ap, 2100 Cp

Notes:
- May only be used once per round.
- If the opponent was in stealth when they were hit with this attack, this attack does not take them out of stealth but they would take the full damage of this attack.

Weapon(s):
Weapons Galore purchase link: (If bought)


[/list]

Equipment:

Curse Seal(s):
Cursed Seal RP Thread: From Where I Stand: Sharing My Strength
Cursed Seal - Regenerate 8% Max CP per round, but cannot recover CP through any other method while the Cursed Seal is active.

Cursed Seal - Stage 2 (Heaven) - +2 All secondaries, +10% All Damage types, all chakra costs -10% and CP/HP cost of Stage 2 is increased to 12 per round.

Contracts:
Contract name:
Contract Approval link:

  • <Insert Class Name>
  • HP: (Creature's Mod 1 + User's Level) x User's Chakra Control
  • CP: (Creature's Mod 2 + User's Level) x User's Chakra Control
  • Class Bonus:
  • High:
  • Average:
  • Low:
Jutsu Sub-types:
1.
2.
3.
Jutsu List: (unlocked based on your summons rank.
4 E-Rank:
4 D-Rank:
4 C-Rank:
4 B-Rank:
6 A-Rank:
Abilities:
1.
2.(Unlocked at B-rank)
3.(Unlocked at S-rank)
Specialized Ability:
(paste code found under your contract's information here)

Kinjutsu:
Kinjutsu Name:Abomination
Kinjutsu Approval Link: Approval
Kinjutsu path(s) Approval links:
Abomination
AB.jpg

Kinjutsu Approval
Roleplay:Metamorphosis [Ft. Keniwa & Aria]
Cursed Seals have long been seen as a dark practice due to their destruction of their host's body, but power-at-any-cost comes appealing to many. Occasionally, there are those who's bodies have an unnatural affinity to the Curse Seal, and rather than break down under a Seal's power merge with it in a form of symbiosis that mutates their own body. The original seal is little more than a birthmark at this point, with the true affects of the seal becoming a 'natural' bodily function to them. Demon, mutant, oni, monster...there are many names for them, but this new power and body-reshaping abilities lead them to be seen as an Abomination.

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

Effects:
- The user gains access to the Cursed Seal Ability and will not take up a slot. If the user already has the ability upon gaining Abomination, the Cursed Seal Ability will no longer take up a slot.
- CP Modifier Reduction from Cursed Seal is halved, the user only losing 2 Max CP Modifier every 10 seconds. The user slowly regains their lost CP Modifiers by 2 every 10 seconds inactive.
- HP/CP Modifier Reduction from Stage 2 Cursed Seals is lowered by 4. The user slowly regains their lost HP/CP Modifiers by 1 every 10 seconds inactive.
- The User's Cursed Seal activates in 0 seconds.
-The User may activate Cursed Seal: Stage 2 after having their Base Cursed Seal active for 5 seconds.
-The user may re-activate their Cursed Seal in battle but has a 5-second cooldown upon deactivation.
-The user may re-activate their Cursed Seal: Stage 2 in battle but it requires a 10-second cooldown after it deactivates.
- This Kinjutsu, all of its techniques, and its user are considered Cursed

- Abomination's active techniques (Metamorph, Chrysalis and Malevolent Annihilation) has a unique Mutation mechanic which modifies/adds bonuses to the said technique each time it reaches a new stage of Mutation. Each technique has its own unique Mutation Condition found beneath it.

---

Adaptive Mutation - Kinjutsu Ability
AB4.jpg

Ability/Jutsu Description
Purchase Link
An Abomination's mutation is not limited to that of their own body but to the extent of their capability. Instinctively releasing enzymes to fuel their Cursed Seal in order to adapt to any given situation. This trait makes Abominations a dangerous threat in prolonged combat, merely increasing in power as well as resilience against attacks overtime.

Information
Prerequisites: Abomination

Effect: If the user initially loses 10% of their maximum Health, they gain +2 Custom Class Points in which they may apply to their current Custom Class at the start of the following round. Each time they lose 10% of their maximum Health after the first, they only gain +1 Custom Class Point.

Note:
- Does not take an Ability Slot
- The user -must- state what these points should be used for at this time and failure to do so will result to lost of said points for the remainder of battle.
- The user may only spend their Custom Class Points from Adaptive Mutation from bonuses of 3 Points and below (with the exception of +1 Inventory not being a valid option).
- Recovering health and receiving damage does not take away bonuses from this ability, nor does it allow the user to re-obtain Custom Class Points for Max HP thresholds they have already gotten the points for.

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Viral Affliction - Kinjutsu Ability
AB2.jpg

Ability/Jutsu Description
Purchase Link
The body of the Abomination is naturally receptive to the taint of a Curse Seal and embraces it in a unique way through their mutations. The same cannot be said for others though; coming into contact or even just being around an Abomination comes with the risk of being infected by their ever-mutating genetics, infecting others like a plague. Even other Abomination are not immune to the unique traits of each other.

Information
Prerequisites: Abomination

Effect: Each round, up to two random opponents in the battle must make a check against the user, failing this check causes the target(s) to suffer from half of the opposite effects of the user's Cursed Seal for the round. If the target fails the check twice in a row and every round after, they suffer from the full opposite effects of the user's Cursed Seal for the round.

Special Action - Plague Affliction: At the end of the round, the user may choose to increase their Cursed Seal's CP Mod penalty by an additional 2 mod points for the following round; doing so grants the user +2 to their next check(s) and it will apply to all opponents in battle.

Notes:
- Does not take an Ability Slot
- Requires the user to have their Cursed Seal active.
- The user must declare which accuracy to use upon activating both their Cursed Seal and Viral Affliction, either be Melee Accuracy, Ranged Accuracy, Ninjutsu Accuracy or Genjutsu Difficulty.
- If the user has "1 Free basic attack per round" for their Cursed Seal bonus, this forces a target to perform a Basic Attack at the start of each round. All costs are paid as normal. If the target is not equipped with a weapon, they will still perform a Basic Attack with Unarmed Damage at normal Damage Modifier and Accuracy.
- If the user has "+1 Inventory slot" for their Cursed Seal bonus, a random item in the target's inventory will be disabled for the round and cannot be used.
- If the user has "+5% Sneak attack chance" for their Curse Seal bonus, this causes any sneak attacks performed by the victim to be modded as normal attacks.
- If the user has the "Ignore 1 point of debuff" option, the victim suffers a random point of debuff for the round.
- If the user has any of the 4 point 'special' options from the Curse Seal ability, those are not 'reversed and transferred' by this ability. In this case, the user may choose a different penalty equal to 4 points to be used in its place.

---

Metamorph - B-Rank Taijutsu
RHLHyLG.png

Ability/Jutsu Description
Purchase Link
One of the most known abilities of an Abomination, this is perhaps the skill that have forever labeled them as monsters to the majority of the world. As their Curse seals have been broken down into enzymes within their body, they can undergo spontaneous physical mutations during the activation of their seal. What this change, or how it effects them, is often different from on Abomination to the next.

Information
Prerequisites: Abomination, B-Rank

Effect: Upon use, the user chooses 1 Augment in their inventory (not in their weapon) and creates a Metamorph with it in the user's body. While the Metamorph is active, the chosen augment is applied to the user directly and affects all attacks made by the user (not just Taijutsu). The Metamorph limb is destroyed upon reaching Sprained Called Shot penalty.

Rank1: Allows access to First Mutation.
Mastered: Allows access to Second Mutation.

Mutation Condition: While Metamorph is active and is in its Base Effect or First Mutation, every next round will cause it to evolve to the next Mutation.
  • First Mutation: The Metamorph limb is destroyed upon reaching Fractured Called Shot penalty.
  • Second Mutation: The Metamorph limb is destroyed upon reaching Broken Called Shot penalty.
  • Final Mutation: May add an additional Augment for a maximum of 2 to their Metamorph limb as well ignore the first 2 successful Called Shot penalty inflicted on it.

Cost: 2.25 AP, 545 Chakra and 275 Chakra per round.

Note:
- Requires Cursed Seal active.
- If at any point a Mutated Metamorph is destroyed, it will revert back to its previous Mutation the next time it is used. This does not apply when it reaches Final Mutation nor will it apply when it is already as its First Mutation.
- The Metamorph is treated as a valid Called Shot target for all intents and purposes, and may be damaged and healed following the same rules.
- There is a 2-round cooldown if the Metamorphis destroyed through Called Shot and a round cooldown if Metamorph is no longer maintained.

---

Chrysalis - B-Rank Ninjutsu
kywE2Ix.png

Ability/Jutsu Description
Purchase Link
Forcing a unique mutation in their body, the Abomination wraps themselves with their own flesh and with the strength of their Cursed Seal, reinforces the outer layer of to the point it becomes harder than steel. From within, the Abomination allows themselves to recover and re-organize their genetic makeup within the safety of their shell before unleashing a fully energized attack upon emerging.

Information
Prerequisites: Abomination, B-Rank

Effect: The user creates a barrier around themselves with Health equal to 40% of their current Health + 10% of their current Chakra for a full round. While active, the user is considered Resting; upon successfully maintaining the barrier for a full round, the user emerges with the Health they initially had upon activating Chrysalis in addition to any benefit gained through Resting.

Rank 1: Grants access to First Mutation.
Mastered: Grants access to Second Mutation.

Mutation Condition: Each time Chrysalis is used while it is in Base or First Mutation, regardless if it was destroyed or was successful, the next time Chrysalis is used it will evolve to its next Mutation.
  • First Mutation: Barrier gains +15% Damage Reduction while active.
  • Second Mutation: Barrier Health is now equal to 45% of their current Health + 15% of their current Chakra
  • Final Mutation: May be used an additional time in battle.

Cost: 2.5 AP and 30% of the Barrier's Health as Chakra Cost.

Notes:
- Requires Cursed Seal active and does not require handseals.
- The user's Cursed Seal will not lower their CP Mod for the round Chrysalis was used.
- While Chrysalis is active, the user cannot perform any actions but can maintain Chrysalis and any other effects that has been active prior to Chrysalis. If the user is equipped with a weapon, it is not dropped.
- Damage from passive effects applied to them prior to using Chrysalis (e.g Bleeding, Burn, etc) is temporarily halted while Chrysalis is active, and resumes thereafter.
- May only be used once every other round and twice per battle. If used, regardless at which point Chrysalis is used, it will be modded as the first action of the round, overriding all priorities.
- The barrier created from Chrysalis cannot be affected by techniques that may automatically destroy or bypass it. It can only be destroyed if the Barrier's Health drops to 0.
- If at any point the Chrysalis is destroyed (reducing the Barrier's Health to 0) before it completes a full round, the user will only receive resting bonuses for the amount of time up to that point, and recieves the maximum amount of Suppression.

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Malevolent Annihilation - A-Rank Ninjutsu
2QQsgf2.png

Ability/Jutsu Description
Purchase Link
One of the most destructive techniques in the Abominations repertoire, this technique transforms their body into a hellish and gruesome form, shifting and twisting their own body and skin to create cannon-like openings to their insides. After transforming their bodies, the Abomination then builds up a dangerous portion of their chakra, before unleashing it as a huge wave of energy filled with their own genetic signature in the immediate vicinity, inflicting their very own disease if one has survived from the initial blast.

Information
Prerequisites: Abomination, A-Rank

Effect: Deals 4840 damage to up to 2 targets at -2 Accuracy. Upon successful hit, the target must make a check against the user; failing this check causes them to automatically receive the effects of Viral Affliction.

Rank 1: Grants access to First Mutation.
Mastered: Grants access to Second Mutation.

Mutation Condition: Every use of Malevolent Annihilation evolves it to the next Mutation.
  • First Mutation: If used upon a target already affected by Viral Affliction, the effect may stack a single time.
  • Second Mutation: Malevolent Annihilation may target an additional target.
  • Final Mutation: Targets chosen for Malevolent Annihilation must make a check against Viral Affliction even if they successfully dodged the attack.

Cost: 3 AP and 2,420 Chakra

Note:
- May only be used once round.
- Requires Cursed Seal active and does not require handseals.
- Must use either Melee Accuracy, Ranged Accuracy, Ninjutsu Accuracy or Genjutsu Difficulty for the purpose of both Accuracy and Check. Does not require handseals.

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Virulence - S-Rank Ninjutsu
AB7.jpg

Ability/Jutsu Description
Purchase Link
An Abomination's body constantly changes, both externally and internally, their genetic makeup slowly twisting and turning, mutating to the next level of power albeit in a slower pace allowing them to remain in control. Though the Abomination always has a dark and destructive technique that allows them to manually cause this changes in a blink of an eye, drastically increasing their power and potential.

Information
Prerequisites: Abomination, S-Rank

Master Rank: Evolves all Abomination Techniques that are currently in the Second Mutation to Final Mutation. This refreshes all cooldown on the Abomination's Viral Affliction, Abomination Techniques and Jutsus. Additionally, the user may chain either Metamorph, Chrysalis or Malevolent Annihilation for -0.5 AP Cost after Virulence.

Cost: 2 AP, 2750 CP

Note:
- May only be used once every other round.
- This will only evolve Abomination Techniques that are in Second Mutation. If an Abomination Technique has reached Second Mutation after Virulence is used, Virulence has to be used once more to evolve the technique to its Final Mutation.
- Refresh allows Abomination Techniques and Jutsus that are usually limited to once per round or once every other round to be used once more in the given round Virulence is used.
- Refresh also applies to Viral Affliction, triggering it once more during the round.
- Refresh does not allow once per battle Jutsus to be used again nor does it apply to Virulence itself.

Changing my second Weapon Seiryū-kiba:

Approved
 
Dojo Code:

  • <木ノ葉の黒鬼 Konoha no Kuroki (Black Demon of the Leaf)>
    HP: (60+lvl) x stamina
    CP: (40+lvl) x chakra control
    Class Bonus: Kinjutsu Option, +10% Chance of inflicting Bleeding
    High: Melee Accuracy
    Average: Genjutsu Save, Dodge, Genjutsu DC
    Low: Ranged Accuracy, Ninjutsu Accuracy
  • Character class approval: N/A
  • Class point card ASP purchase: N/A
Abilities:
1. Quickdraw
Roleplay: Every Ninja Walks On Water

2. Calm Mind
Roleplay: Every Ninja Walks On Water

3. Healing Factor
Roleplay: Every Ninja Walks On Water

4. Initiative
Roleplay: [Examination] Team Red

5. Fearless
Roleplay: Keni vs Mitsuha [Spectator Thread]

6. Clarity
Roleplay: A Molten Core

7. Cursed Seal - Stage 2 - +2 All secondaries, +10% All Damage types, all chakra costs -10% and CP/HP cost of Stage 2 is increased to 12 per round.
Additional Cursed Seal RP Post (for Stage 2): From Where I Stand: Sharing My Strength (My 3rd Post)

8. N/A

9. KINJUTSU

10. KINJUTSU

11. KINJUTSU

Shinobi 101 - Kinesis Ninjutsu uses Melee Accuracy

ASP. Fire - Chakra Style
Roleplay: The Winds of Change: Soul Resonance

Core Ability/Bloodline:
Nanjirou
Current Power Level: 1605
Approved In Character Creation
Nanjirou
Nanjirou.jpg

A distinct clan of samurai that has been the source of some of the greatest swordmasters throughout the land. Renown for the lethal finesse they display in their sword fighting with some of the most ancient blades, a Nanjirou is said to come of age only when their ancestry awakens within them; gifting them with spiritual link to their ancestors that can be evoked to display advanced techniques honed through generations of experience.

Note: All techniques and buffs from this Bloodline are considered Spiritual/Dark/Light based on their Ancestral Weapon.

084 PL - Ancestral Weapon (Rank One)/Bushido (Rank One)
168 PL - Wrath Seal (Rank One)
252 PL - Iaijutsu Mastery (Rank One)
336 PL - Battoujutsu (Rank One)
420 PL - Ancestral Weapon (Rank Two)
504 PL - Iaijutsu Mastery (Rank Two)
588 PL - Bushido (Rank Two) / Temporized Slash (Rank One)
672 PL - Wrath Seal (Rank Two) / Uncanny Dodge (Rank One)
756 PL - Ancestral Weapon (Rank Three) / Battoujutsu (Rank Two)
840 PL - Iaijutsu Mastery (Rank Three) / Temporized Slash (Rank Two)
924 PL - Uncanny Dodge (Rank Two)
1008 PL - Wrath Seal (Rank Three) / Temporized Slash (Rank Three)
1092 PL - Bushido (Rank Three) / Uncanny Dodge (Rank Three)
1176 PL - Battoujutsu (Rank Three)
1260 PL - Sword Trance (Rank One)
1344 PL - Crescent Arc (Rank One)
1428 PL - Sword Trance (Rank Two)
1512 PL - Tsubame Gaeshi (Rank One)
1596 PL - Sword Trance (Rank Three) / Crescent Arc (Rank Two)
1680 PL - Crescent Arc (Rank Three) / Tsubame Gaeshi (Rank Two)
1764 PL - Tsubame Gaeshi (Rank Three)

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Ancestral Weapon - Passive
The Nanjirou believe that the best ending to their life is to be as they lived; paired with a blade. Their remains are used in the forging and reforging of blades both new and old, quite literally infusing a part of them into their swords. It is for this reason that their are a myriad of unique weapons in the clan, each with their own history and displaying traits of those who came before. Many blades have a spirit within of one of their ancestors that serves as a guide to the Nanjirou as they live their life and grow in power.

Rank 1: Upon gaining this bloodline the user must designate a single Slashing or Piercing weapon as their Ancestral Weapon. Attacks made with this weapon gain one of the following alignments and the associated effect;
  • Spiritual Twice per round, the user may perform two Wrath Seal actions to the same attack with this weapon. Both require a focus point.
  • Holy The weapon protects the user against the first 175/275/400/550/675 damage that hits the wielder each round, increasing with the user's out of character rank D/C/B/A/S.
  • Cursed Each round the user's Ancestral Weapon siphons 1% of their maximum health into a special Bloodlust Pool. Whenever the user performs a Taijutsu with their Ancestral Weapon, for free, they may choose to spend Bloodlust as well which increases the base damage of their attack by an equal amount to a maximum of +500 Base Damage.
    • The Bloodlust Pool has no maximum cap and cannot be affected in any form other than spending or adding Bloodlust.
Rank 2: The Ancestral Weapon gains +1 Critical.
Rank 3: Critical bonus from Rank 2 no longer applies to caps.

Note:
- The user may only have a single Ancestral Weapon.
- The flavor regarding having an ancestral spirit within the weapon is still subject to the ghost NPC rules.
- The Ancestral Weapon must be stated in their Dojo thread. It and its alignment may be changed by remaking the chosen weapon.

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Bushido - Passive
Fitting for a clan of samurai, the Nanjirou are ingrained with a code of honor and pride before they even learn to speak. Due to carrying within them the blood and spirit of their lineage, the failure of oneself is seen as the failure of one's ancestry; to be the cause of such shame is not an option to them. The more a Nanjirou is pressured, the more of their Ancestry awakens.

Rank 1: The user gains +0.5 to all Secondary stats each time they lose 30% of their Max Hp, capping at +1.5 Secondaries.
Rank 2: The user is treated as having the Hidden Power ability (This does not require an abilities slot).
Rank 3: The user gains +0.5 to all Secondary stats each time they lose 15% Hp of their Max Hp, capping at +2 to their secondaries. So they gain a bonus at 85%/70%/55%/40%. If the user elects to fill one of their ability slots with Hidden Power, the cap is increased to +3. So they gain a bonus at 85%/70%/55%/40%/25%/10%.

Note(s):
- If the user has Hidden Power granted for free by a source which is not Bushido then the user is counted as having filled one of their ability slots with it even though the ability is not currently taking up an ability slot.

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Wrath Seal - Activated Passive
The core of what separates a swordsman and a Nanjirou is their ties to their clan; the Nanjirou have the unique ability to invoke visions, emotions, and perhaps most importantly, techniques, of their predecessors. A misnomer, the Wrath Seal is a trance they enter that allows even a young Nanjirou to display advanced swordsmanship by channeling the power of an ancient grandmaster. This is no free power though; the trance is exhausting, and difficult to maintain during battle for an extended time.

Rank 1: Grants the user 1 Focus point upon activation and each round active. They may perform the Dancing Blade, Energy Slash and Vantage options.
Rank 2: Grants the user 2 Focus points upon activation and each round active. The user may now perform the Vorpal Edge option.
Rank 3: Grants the user 3 Focus points upon activation and each round active. The user may now perform the Lethality option.

One Focus point may be spent to add one of the following effects to a Slashing or Piercing attack;
  • Dancing Blade - The user may add +1 target to an attack. The user deals -10% damage for the remainder of the round; this stacks indefinitely each time used in the round.
  • Energy Slash - The attack does not count as Melee Contact.
  • Vantage - The user may attack a stealthed target that they failed an awareness check on at -5 accuracy.
  • Vorpal Edge - When Battoujutsu is used, it does not suffer from the damage penalty gained through the Dancing Blade or Uncanny Dodge Nanjirou skills.
  • Lethality - Doubles both the Critical buff limit and any Critical bonuses the user has, but halves the user's critical damage modifier.

Cost: 1 Ap to activate. 4% Max Cp/Rnd active

Notes:
- Unused Focus Points carry over to the next round, but cap out at a maximum of 5.
- Focus points modify an entire action, not just an individual hit.
- An attack may only be modified by a single Focus point (with the exception of a Spiritual Ancestral Weapon.)

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Iaijutsu Mastery - Bloodline Fighting Style
Through many years of training, the Nanjirou have developed a code: "Wherever we may be, we must be prepared." With this code in mind, they have developed a stance to adjust to every situation. Their sword is constantly sheathed, and they may quickly draw it and redraw it. There are a number of variations but any skilled Nanjirou will have their fearsome Battoujutsu at the ready.

Rank 1: Jigen-ryu -- The user's Piercing and Slashing Taijutsu attacks with their weapon while in this stance do +5% more damage.
Rank 2: Mugai-ryu -- Taijutsu attacks done with this style are modded 0.25 AP faster (costs are still paid in full).
Rank 3: Kensei-ryu -- The user takes +15% Damage from all sources, however their class Evasion stat is considered High.

Special Action - The user may choose to only select the "dodge attack to sheath weapon" effect of this style without any of the other effects. If so, this does not take up the user's physical style.

Cost: 0.5 AP to enter stance.

Note:
- At all ranks, upon dodging an attack the user may sheath their weapon for no cost. This is considered a Smart Action, and will be done automatically.
- Can be used with -Any- Slashing or Piercing Weapon.
- No attack can be modded as if they cost less than 0.5 AP.
- While in the Kensei fighting style, the Nanjirou's damage buff cap is reduced to +25%. Additionally, any "beyond the cap" damage buffs they have are halved.

---

Battoujutsu - D Rank Buffing Taijutsu
The infamous quickdraw technique of the Nanjirou. In the hands of a Nanjirou a sheathed blade is more dangerous than a drawn one, and in the blink of an eye they can unsheathe and strike at their enemies. With few people outside of shinobi having the necessary reflexes to react, the Nanjirou became famed for their "one-hit kill" swordsmanship.

Rank 1: The user equips a Slashing or Piercing weapon and attacks with a Taijutsu; If the attack rolls a critical, the modifier is increased to x2.1 Critical damage.
Rank 2: The user equips a Slashing or Piercing weapon and attacks with a Taijutsu with +1 Critical range; If the attack rolls a critical, the modifier is increased to x2.2 Critical damage.
Rank 3: The user equips a Slashing or Piercing weapon and attacks with a Taijutsu with +2 Critical range; If the attack rolls a critical, the modifier is increased to x2.3 Critical damage.

Cost: No Ap; increases the Cp/HP cost of the attack used with this by +30%.

Note:
- The weapon must be sheathed at the start of this attack.
- This attack cannot benefit for critical attack bonus' from any other source (such as Human Anatomy) put it can be stacked with Nanjirou's Ancestral Weapon.
- This may be used with and gain bonus' from Nanjirou's Lethality.
- Smart Action - The user will automatically default to using Battoujutsu when attempting to attack with a sheathed weapon when possible.

---

Temporized Slash - C Rank Bloodline Slashing/Piercing Taijutsu
When facing a Nanjirou, one should never let their guard down, even when they believe themselves to have the upperhand. A technique performed by sheathing their sword in invisible chakra and slashing, the Nanjirou seals the wound right away through the use of the chakra and causes it to go unnoticed by the victim until they choose to release the chakra and open the wound. Often seen involving the user passing by the enemy in an apparent miss...Until blood suddenly gushes from multiple wounds at once.

Rank 1: Deals 1170 damage at -1 Accuracy. Damage dealt by this technique may show up as either a miss or hidden action (user's choice).
Rank 2: Deals 1460 damage. Damage dealt by this technique may show up as either a miss or hidden action (user's choice). Additionally, the user may choose an additional attack used during the current round or the next to be modded similarly.
Rank 3: Deals 1825 damage at +1 Accuracy. Damage dealt by this technique may show up as either a miss or hidden action (user's choice). Additionally, the user may choose an additional 2 attacks used during the current round or the next to be modded similarly.

Cost:
Rank 1: 1.75 Ap, 350 Cp
Rank 2: 1.75 Ap, 420 Cp
Rank 3: 1.75 Ap, 480 Cp

Notes:
- Attacks chosen to be hidden/missed may only be Slashing or Piercing Taijutsu.
- Lasts until the end of the following round, at which point all 'stored' damage is dealt at once.
- A target cannot be affected by multiple uses of Temporized Slash at once. Being hit by this Jutsu while already affected releases any stored damage from the previous use.
- 'Stored' attacks make their initial to-hit check at the time of use as normal. However, damage is not dealt until the time it is 'released'.
- If a 'stored' attack inflicts an effect such as bleeding or a debuff, it is applied upon the initial hit as usual but is 'hidden' from the mod until stored damage is released.
- Attacks still break binds as usual, despite the damage not being applied at the time of the hit.

---

Uncanny Dodge - C-Rank Bloodline Taijutsu
There are few people whose raw speed and reflex can rival that of a Nanjirou swordsmaster. Their swiftness can seem unnatural, as if aided by some jutsu effect or other influence, but it is simply the result of their willpower to endure their clan's intense physical conditioning.

Rank 1: Once used, the user will auto-dodge the next level E-B Jutsu that hits them. The user may use a single Special Action.
Rank 2: Once used, the user will auto-dodge the next level E-A Jutsu that hits them. The user may use a single Special Action.
Rank 3: Once used, the user will auto-dodge the next level E-A Jutsu that hits them. The user may use both Special Actions.

Special Action - Razor's Reflex: Requires Wrath Seal to be active. The Nanjirou may spend a Focus point when using Uncanny Dodge to make a basic melee attack against the attacker, dealing damage equal to 20% of the attack's intended damage.

Special Action - Hidden Warrior: By paying 0.5 additional AP at the time (not at cast) the attack is auto-dodged, the Nanjirou may attempt to enter stealth at -1 stealth bonus.

Cost: 1 Ap; Cp equal to 30% of the triggering attack (CP cost is paid upon the triggering attack but the AP is paid on cast).

Note:
- This cannot be used reflexively. This must be cast before the attack they attempt to auto-dodge.
- This is an activated auto-dodge.
- May only be used once per round, even if Acrobatics is an owned ability.
- May use both special actions at rank 3, and only a single one at rank 2.
- After usage, the Nanjirou deals -20% damage for the remainder of the round.

---

Sword Trance - B-Rank Bloodline Buffing Taijutsu
Calling forth the spirits of their ancestors, the Nanjirou manifests their willpower and soul in a form of living blade that dances around them. To the eyes of a stranger, they would appear like gleaming steel that appeared out of thin air but for the Nanjirou, each and every single blade was once a part of their living bloodline, aiding them in their techniques - refining them with their wisdom.

Effect: The user generates a certain amount of Living Blades each round and the user may choose to expend 1 Living Blade into their Basic Attack, offensive Bloodline Technique or Slashing/Piercing Taijutsu to grant it an additional effect. If the user is equipped with their Ancestral Weapon at the time of cast, the Living Blade user gains the effect under their weapon's Alignment instead.
  • Base - Attacks done with a Living Blade gains it +2 Accuracy.
  • Spiritual - Attacks done with a Living Blade uses the target's Genjutsu Save instead of their usual Dodge in the roll, and may perform a single Wrath Seal action without requiring a focus point.
  • Holy - Attacks done with a Living Blade recovers the user's health by 175 / 275 / 400 / 550 / 675, scaling from the user's Out of Character Rank (D / C / B / A / S).
  • Cursed - Attacks done with a Living Blade will siphon 1% of the target's maximum Health and adds it to the user's Bloodlust Pool.
Rank 1: Generates 2 Living Blades.
Rank 2: Generates 3 Living Blades.
Rank 3: Generates 4 Living Blades.

Cost: 2.25 AP and 1% max HP to activate, 1% max HP/round to maintain.

Notes:
- Lasts for 3 rounds and has a round cooldown after the end of the duration.
- The user can only hold up to 6 Living Blades at a time.
- The Light/Dark versions do not stack if used with an attack hitting multiple targets at once. Light will only heal the user once per attack, and the Dark variant will only add the highest damage dealt amount to the user's Bloodlust Pool.

---

Crescent Arc - B-Rank Bloodline Slashing/Piercing Taijutsu
The Nanjirou's mastery over their body is paralleled by the mastery they have over their own mind. Able to feel their own bodily energies they are able to harness their spiritual wrath tangibly. They release an arc of energy from their sword from afar. This pure energy is disruptive to the chakra coils in their opponent, often exhausting their adversaries long before they achieve victory.

Rank 1: The user strikes once dealing 825 Taijutsu damage and an additional 825 chakra damage.
Rank 2: The user strikes once dealing 980 Taijutsu damage at +1 Accuracy and an additional 980 chakra damage.
Rank 3: The user strikes once dealing 1,165 Taijutsu damage at +2 Accuracy and an additional 1,165 chakra damage.

Special Action: For -1 to the attack's accuracy this attack may target a second target. This may stack up to three times.

Cost:
Rank 1: 2.25 Ap, 655 Cp
Rank 2: 2.25 Ap, 780 Cp
Rank 3: 2.25 Ap, 885 Cp

Notes:
- Can be used with Melee or Ranged Accuracy.
- If used with Ranged Accuracy, this attack has a second chance to hit if the initial use was a miss; this can only occur once per round. This energy strike deals 80% normal damage at -3 Accuracy.

---

Tsubame Gaeshi - A-Rank Bloodline Slashing/Piercing Taijutsu
In a single decisive strike fabled to never miss, a Nanjirou can take down a weakened foe. The voices from their ancestors call out the them and some say that they can see the face of these ancient warriors in place of the man living this day or that their hands guide the blade of their descendant. The strike is the pinnacle of swordsmanship, and so powerful it cleanly splits solid stone.

Rank 1: At + 3 accuracy the Nanjirou attempts to strike down a single target dealing 2650 damage. This attack cannot target a clone or an unintended target.
Rank 2: At + 3 accuracy the Nanjirou attempts to strike down a single target dealing 3050 damage. This attack cannot target a clone or an unintended target and cannot be auto-dodged.
Rank 3: At + 3 accuracy the Nanjirou attempts to strike down a single target dealing 3505 damage. This attack cannot target a clone or an unintended target, cannot be auto-dodged and can target an opponent in stealth as if they were regularly targeting an opponent (but this is done at -3 accuracy).

Cost:
Rank 1: 2.75 Ap, 1400 Cp
Rank 2: 2.75 Ap, 1750 Cp
Rank 3: 2.75 Ap, 2100 Cp

Notes:
- May only be used once per round.
- If the opponent was in stealth when they were hit with this attack, this attack does not take them out of stealth but they would take the full damage of this attack.

Weapon(s):
Weapons Galore purchase link: (If bought)


[/list]

Equipment:

Curse Seal(s):
Cursed Seal RP Thread: From Where I Stand: Sharing My Strength
Cursed Seal - Regenerate 8% Max CP per round, but cannot recover CP through any other method while the Cursed Seal is active.

Cursed Seal - Stage 2 (Heaven) - +2 All secondaries, +10% All Damage types, all chakra costs -10% and CP/HP cost of Stage 2 is increased to 12 per round.

Contracts:
Contract name:
Contract Approval link:

  • <Insert Class Name>
  • HP: (Creature's Mod 1 + User's Level) x User's Chakra Control
  • CP: (Creature's Mod 2 + User's Level) x User's Chakra Control
  • Class Bonus:
  • High:
  • Average:
  • Low:
Jutsu Sub-types:
1.
2.
3.
Jutsu List: (unlocked based on your summons rank.
4 E-Rank:
4 D-Rank:
4 C-Rank:
4 B-Rank:
6 A-Rank:
Abilities:
1.
2.(Unlocked at B-rank)
3.(Unlocked at S-rank)
Specialized Ability:
(paste code found under your contract's information here)

Kinjutsu:
Kinjutsu Name:Abomination
Kinjutsu Approval Link: Approval
Kinjutsu path(s) Approval links:
Abomination
AB.jpg

Kinjutsu Approval
Roleplay:Metamorphosis [Ft. Keniwa & Aria]
Cursed Seals have long been seen as a dark practice due to their destruction of their host's body, but power-at-any-cost comes appealing to many. Occasionally, there are those who's bodies have an unnatural affinity to the Curse Seal, and rather than break down under a Seal's power merge with it in a form of symbiosis that mutates their own body. The original seal is little more than a birthmark at this point, with the true affects of the seal becoming a 'natural' bodily function to them. Demon, mutant, oni, monster...there are many names for them, but this new power and body-reshaping abilities lead them to be seen as an Abomination.

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

Effects:
- The user gains access to the Cursed Seal Ability and will not take up a slot. If the user already has the ability upon gaining Abomination, the Cursed Seal Ability will no longer take up a slot.
- CP Modifier Reduction from Cursed Seal is halved, the user only losing 2 Max CP Modifier every 10 seconds. The user slowly regains their lost CP Modifiers by 2 every 10 seconds inactive.
- HP/CP Modifier Reduction from Stage 2 Cursed Seals is lowered by 4. The user slowly regains their lost HP/CP Modifiers by 1 every 10 seconds inactive.
- The User's Cursed Seal activates in 0 seconds.
-The User may activate Cursed Seal: Stage 2 after having their Base Cursed Seal active for 5 seconds.
-The user may re-activate their Cursed Seal in battle but has a 5-second cooldown upon deactivation.
-The user may re-activate their Cursed Seal: Stage 2 in battle but it requires a 10-second cooldown after it deactivates.
- This Kinjutsu, all of its techniques, and its user are considered Cursed

- Abomination's active techniques (Metamorph, Chrysalis and Malevolent Annihilation) has a unique Mutation mechanic which modifies/adds bonuses to the said technique each time it reaches a new stage of Mutation. Each technique has its own unique Mutation Condition found beneath it.

---

Adaptive Mutation - Kinjutsu Ability
AB4.jpg

Ability/Jutsu Description
Purchase Link
An Abomination's mutation is not limited to that of their own body but to the extent of their capability. Instinctively releasing enzymes to fuel their Cursed Seal in order to adapt to any given situation. This trait makes Abominations a dangerous threat in prolonged combat, merely increasing in power as well as resilience against attacks overtime.

Information
Prerequisites: Abomination

Effect: If the user initially loses 10% of their maximum Health, they gain +2 Custom Class Points in which they may apply to their current Custom Class at the start of the following round. Each time they lose 10% of their maximum Health after the first, they only gain +1 Custom Class Point.

Note:
- Does not take an Ability Slot
- The user -must- state what these points should be used for at this time and failure to do so will result to lost of said points for the remainder of battle.
- The user may only spend their Custom Class Points from Adaptive Mutation from bonuses of 3 Points and below (with the exception of +1 Inventory not being a valid option).
- Recovering health and receiving damage does not take away bonuses from this ability, nor does it allow the user to re-obtain Custom Class Points for Max HP thresholds they have already gotten the points for.

---

Viral Affliction - Kinjutsu Ability
AB2.jpg

Ability/Jutsu Description
Purchase Link
The body of the Abomination is naturally receptive to the taint of a Curse Seal and embraces it in a unique way through their mutations. The same cannot be said for others though; coming into contact or even just being around an Abomination comes with the risk of being infected by their ever-mutating genetics, infecting others like a plague. Even other Abomination are not immune to the unique traits of each other.

Information
Prerequisites: Abomination

Effect: Each round, up to two random opponents in the battle must make a check against the user, failing this check causes the target(s) to suffer from half of the opposite effects of the user's Cursed Seal for the round. If the target fails the check twice in a row and every round after, they suffer from the full opposite effects of the user's Cursed Seal for the round.

Special Action - Plague Affliction: At the end of the round, the user may choose to increase their Cursed Seal's CP Mod penalty by an additional 2 mod points for the following round; doing so grants the user +2 to their next check(s) and it will apply to all opponents in battle.

Notes:
- Does not take an Ability Slot
- Requires the user to have their Cursed Seal active.
- The user must declare which accuracy to use upon activating both their Cursed Seal and Viral Affliction, either be Melee Accuracy, Ranged Accuracy, Ninjutsu Accuracy or Genjutsu Difficulty.
- If the user has "1 Free basic attack per round" for their Cursed Seal bonus, this forces a target to perform a Basic Attack at the start of each round. All costs are paid as normal. If the target is not equipped with a weapon, they will still perform a Basic Attack with Unarmed Damage at normal Damage Modifier and Accuracy.
- If the user has "+1 Inventory slot" for their Cursed Seal bonus, a random item in the target's inventory will be disabled for the round and cannot be used.
- If the user has "+5% Sneak attack chance" for their Curse Seal bonus, this causes any sneak attacks performed by the victim to be modded as normal attacks.
- If the user has the "Ignore 1 point of debuff" option, the victim suffers a random point of debuff for the round.
- If the user has any of the 4 point 'special' options from the Curse Seal ability, those are not 'reversed and transferred' by this ability. In this case, the user may choose a different penalty equal to 4 points to be used in its place.

---

Metamorph - B-Rank Taijutsu
RHLHyLG.png

Ability/Jutsu Description
Purchase Link
One of the most known abilities of an Abomination, this is perhaps the skill that have forever labeled them as monsters to the majority of the world. As their Curse seals have been broken down into enzymes within their body, they can undergo spontaneous physical mutations during the activation of their seal. What this change, or how it effects them, is often different from on Abomination to the next.

Information
Prerequisites: Abomination, B-Rank

Effect: Upon use, the user chooses 1 Augment in their inventory (not in their weapon) and creates a Metamorph with it in the user's body. While the Metamorph is active, the chosen augment is applied to the user directly and affects all attacks made by the user (not just Taijutsu). The Metamorph limb is destroyed upon reaching Sprained Called Shot penalty.

Rank1: Allows access to First Mutation.
Mastered: Allows access to Second Mutation.

Mutation Condition: While Metamorph is active and is in its Base Effect or First Mutation, every next round will cause it to evolve to the next Mutation.
  • First Mutation: The Metamorph limb is destroyed upon reaching Fractured Called Shot penalty.
  • Second Mutation: The Metamorph limb is destroyed upon reaching Broken Called Shot penalty.
  • Final Mutation: May add an additional Augment for a maximum of 2 to their Metamorph limb as well ignore the first 2 successful Called Shot penalty inflicted on it.

Cost: 2.25 AP, 545 Chakra and 275 Chakra per round.

Note:
- Requires Cursed Seal active.
- If at any point a Mutated Metamorph is destroyed, it will revert back to its previous Mutation the next time it is used. This does not apply when it reaches Final Mutation nor will it apply when it is already as its First Mutation.
- The Metamorph is treated as a valid Called Shot target for all intents and purposes, and may be damaged and healed following the same rules.
- There is a 2-round cooldown if the Metamorphis destroyed through Called Shot and a round cooldown if Metamorph is no longer maintained.

---

Chrysalis - B-Rank Ninjutsu
kywE2Ix.png

Ability/Jutsu Description
Purchase Link
Forcing a unique mutation in their body, the Abomination wraps themselves with their own flesh and with the strength of their Cursed Seal, reinforces the outer layer of to the point it becomes harder than steel. From within, the Abomination allows themselves to recover and re-organize their genetic makeup within the safety of their shell before unleashing a fully energized attack upon emerging.

Information
Prerequisites: Abomination, B-Rank

Effect: The user creates a barrier around themselves with Health equal to 40% of their current Health + 10% of their current Chakra for a full round. While active, the user is considered Resting; upon successfully maintaining the barrier for a full round, the user emerges with the Health they initially had upon activating Chrysalis in addition to any benefit gained through Resting.

Rank 1: Grants access to First Mutation.
Mastered: Grants access to Second Mutation.

Mutation Condition: Each time Chrysalis is used while it is in Base or First Mutation, regardless if it was destroyed or was successful, the next time Chrysalis is used it will evolve to its next Mutation.
  • First Mutation: Barrier gains +15% Damage Reduction while active.
  • Second Mutation: Barrier Health is now equal to 45% of their current Health + 15% of their current Chakra
  • Final Mutation: May be used an additional time in battle.

Cost: 2.5 AP and 30% of the Barrier's Health as Chakra Cost.

Notes:
- Requires Cursed Seal active and does not require handseals.
- The user's Cursed Seal will not lower their CP Mod for the round Chrysalis was used.
- While Chrysalis is active, the user cannot perform any actions but can maintain Chrysalis and any other effects that has been active prior to Chrysalis. If the user is equipped with a weapon, it is not dropped.
- Damage from passive effects applied to them prior to using Chrysalis (e.g Bleeding, Burn, etc) is temporarily halted while Chrysalis is active, and resumes thereafter.
- May only be used once every other round and twice per battle. If used, regardless at which point Chrysalis is used, it will be modded as the first action of the round, overriding all priorities.
- The barrier created from Chrysalis cannot be affected by techniques that may automatically destroy or bypass it. It can only be destroyed if the Barrier's Health drops to 0.
- If at any point the Chrysalis is destroyed (reducing the Barrier's Health to 0) before it completes a full round, the user will only receive resting bonuses for the amount of time up to that point, and recieves the maximum amount of Suppression.

---

Malevolent Annihilation - A-Rank Ninjutsu
2QQsgf2.png

Ability/Jutsu Description
Purchase Link
One of the most destructive techniques in the Abominations repertoire, this technique transforms their body into a hellish and gruesome form, shifting and twisting their own body and skin to create cannon-like openings to their insides. After transforming their bodies, the Abomination then builds up a dangerous portion of their chakra, before unleashing it as a huge wave of energy filled with their own genetic signature in the immediate vicinity, inflicting their very own disease if one has survived from the initial blast.

Information
Prerequisites: Abomination, A-Rank

Effect: Deals 4840 damage to up to 2 targets at -2 Accuracy. Upon successful hit, the target must make a check against the user; failing this check causes them to automatically receive the effects of Viral Affliction.

Rank 1: Grants access to First Mutation.
Mastered: Grants access to Second Mutation.

Mutation Condition: Every use of Malevolent Annihilation evolves it to the next Mutation.
  • First Mutation: If used upon a target already affected by Viral Affliction, the effect may stack a single time.
  • Second Mutation: Malevolent Annihilation may target an additional target.
  • Final Mutation: Targets chosen for Malevolent Annihilation must make a check against Viral Affliction even if they successfully dodged the attack.

Cost: 3 AP and 2,420 Chakra

Note:
- May only be used once round.
- Requires Cursed Seal active and does not require handseals.
- Must use either Melee Accuracy, Ranged Accuracy, Ninjutsu Accuracy or Genjutsu Difficulty for the purpose of both Accuracy and Check. Does not require handseals.

---

Virulence - S-Rank Ninjutsu
AB7.jpg

Ability/Jutsu Description
Purchase Link
An Abomination's body constantly changes, both externally and internally, their genetic makeup slowly twisting and turning, mutating to the next level of power albeit in a slower pace allowing them to remain in control. Though the Abomination always has a dark and destructive technique that allows them to manually cause this changes in a blink of an eye, drastically increasing their power and potential.

Information
Prerequisites: Abomination, S-Rank

Master Rank: Evolves all Abomination Techniques that are currently in the Second Mutation to Final Mutation. This refreshes all cooldown on the Abomination's Viral Affliction, Abomination Techniques and Jutsus. Additionally, the user may chain either Metamorph, Chrysalis or Malevolent Annihilation for -0.5 AP Cost after Virulence.

Cost: 2 AP, 2750 CP

Note:
- May only be used once every other round.
- This will only evolve Abomination Techniques that are in Second Mutation. If an Abomination Technique has reached Second Mutation after Virulence is used, Virulence has to be used once more to evolve the technique to its Final Mutation.
- Refresh allows Abomination Techniques and Jutsus that are usually limited to once per round or once every other round to be used once more in the given round Virulence is used.
- Refresh also applies to Viral Affliction, triggering it once more during the round.
- Refresh does not allow once per battle Jutsus to be used again nor does it apply to Virulence itself.

Removing my 6th Ability:
6. Clarity
Roleplay: Keniwa vs Mitsuha! [Spectator Thread]

Adding a new 6th Ability as well as my 8th and last Ability:

6. Versatile Arms
Roleplay: A Molten Core

8. Alignment Focus (Cursed)
Roleplay: A Molten Core

Since I got Versatile Arms now, time to redo 2 of my Weapons:



[X] = Augment doesn't take up a slot via the Versatile Arms Ability.

Also requesting to change the name of my Custom Class to Konoha no Kokuten (Black Angel of the Leaf) to mirror a certain Kenpachi-acting lass out there :3

(Bōtokuba can be remade later)
 
Last edited:
Dojo Code:

  • <木ノ葉の黒鬼 Konoha no Kuroki (Black Demon of the Leaf)>
    HP: (60+lvl) x stamina
    CP: (40+lvl) x chakra control
    Class Bonus: Kinjutsu Option, +10% Chance of inflicting Bleeding
    High: Melee Accuracy
    Average: Genjutsu Save, Dodge, Genjutsu DC
    Low: Ranged Accuracy, Ninjutsu Accuracy
  • Character class approval: N/A
  • Class point card ASP purchase: N/A
Abilities:
1. Quickdraw
Roleplay: Every Ninja Walks On Water

2. Calm Mind
Roleplay: Every Ninja Walks On Water

3. Healing Factor
Roleplay: Every Ninja Walks On Water

4. Initiative
Roleplay: [Examination] Team Red

5. Fearless
Roleplay: Keni vs Mitsuha [Spectator Thread]

6. Clarity
Roleplay: A Molten Core

7. Cursed Seal - Stage 2 - +2 All secondaries, +10% All Damage types, all chakra costs -10% and CP/HP cost of Stage 2 is increased to 12 per round.
Additional Cursed Seal RP Post (for Stage 2): From Where I Stand: Sharing My Strength (My 3rd Post)

8. N/A

9. KINJUTSU

10. KINJUTSU

11. KINJUTSU

Shinobi 101 - Kinesis Ninjutsu uses Melee Accuracy

ASP. Fire - Chakra Style
Roleplay: The Winds of Change: Soul Resonance

Core Ability/Bloodline:
Nanjirou
Current Power Level: 1605
Approved In Character Creation
Nanjirou
Nanjirou.jpg

A distinct clan of samurai that has been the source of some of the greatest swordmasters throughout the land. Renown for the lethal finesse they display in their sword fighting with some of the most ancient blades, a Nanjirou is said to come of age only when their ancestry awakens within them; gifting them with spiritual link to their ancestors that can be evoked to display advanced techniques honed through generations of experience.

Note: All techniques and buffs from this Bloodline are considered Spiritual/Dark/Light based on their Ancestral Weapon.

084 PL - Ancestral Weapon (Rank One)/Bushido (Rank One)
168 PL - Wrath Seal (Rank One)
252 PL - Iaijutsu Mastery (Rank One)
336 PL - Battoujutsu (Rank One)
420 PL - Ancestral Weapon (Rank Two)
504 PL - Iaijutsu Mastery (Rank Two)
588 PL - Bushido (Rank Two) / Temporized Slash (Rank One)
672 PL - Wrath Seal (Rank Two) / Uncanny Dodge (Rank One)
756 PL - Ancestral Weapon (Rank Three) / Battoujutsu (Rank Two)
840 PL - Iaijutsu Mastery (Rank Three) / Temporized Slash (Rank Two)
924 PL - Uncanny Dodge (Rank Two)
1008 PL - Wrath Seal (Rank Three) / Temporized Slash (Rank Three)
1092 PL - Bushido (Rank Three) / Uncanny Dodge (Rank Three)
1176 PL - Battoujutsu (Rank Three)
1260 PL - Sword Trance (Rank One)
1344 PL - Crescent Arc (Rank One)
1428 PL - Sword Trance (Rank Two)
1512 PL - Tsubame Gaeshi (Rank One)
1596 PL - Sword Trance (Rank Three) / Crescent Arc (Rank Two)
1680 PL - Crescent Arc (Rank Three) / Tsubame Gaeshi (Rank Two)
1764 PL - Tsubame Gaeshi (Rank Three)

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Ancestral Weapon - Passive
The Nanjirou believe that the best ending to their life is to be as they lived; paired with a blade. Their remains are used in the forging and reforging of blades both new and old, quite literally infusing a part of them into their swords. It is for this reason that their are a myriad of unique weapons in the clan, each with their own history and displaying traits of those who came before. Many blades have a spirit within of one of their ancestors that serves as a guide to the Nanjirou as they live their life and grow in power.

Rank 1: Upon gaining this bloodline the user must designate a single Slashing or Piercing weapon as their Ancestral Weapon. Attacks made with this weapon gain one of the following alignments and the associated effect;
  • Spiritual Twice per round, the user may perform two Wrath Seal actions to the same attack with this weapon. Both require a focus point.
  • Holy The weapon protects the user against the first 175/275/400/550/675 damage that hits the wielder each round, increasing with the user's out of character rank D/C/B/A/S.
  • Cursed Each round the user's Ancestral Weapon siphons 1% of their maximum health into a special Bloodlust Pool. Whenever the user performs a Taijutsu with their Ancestral Weapon, for free, they may choose to spend Bloodlust as well which increases the base damage of their attack by an equal amount to a maximum of +500 Base Damage.
    • The Bloodlust Pool has no maximum cap and cannot be affected in any form other than spending or adding Bloodlust.
Rank 2: The Ancestral Weapon gains +1 Critical.
Rank 3: Critical bonus from Rank 2 no longer applies to caps.

Note:
- The user may only have a single Ancestral Weapon.
- The flavor regarding having an ancestral spirit within the weapon is still subject to the ghost NPC rules.
- The Ancestral Weapon must be stated in their Dojo thread. It and its alignment may be changed by remaking the chosen weapon.

---

Bushido - Passive
Fitting for a clan of samurai, the Nanjirou are ingrained with a code of honor and pride before they even learn to speak. Due to carrying within them the blood and spirit of their lineage, the failure of oneself is seen as the failure of one's ancestry; to be the cause of such shame is not an option to them. The more a Nanjirou is pressured, the more of their Ancestry awakens.

Rank 1: The user gains +0.5 to all Secondary stats each time they lose 30% of their Max Hp, capping at +1.5 Secondaries.
Rank 2: The user is treated as having the Hidden Power ability (This does not require an abilities slot).
Rank 3: The user gains +0.5 to all Secondary stats each time they lose 15% Hp of their Max Hp, capping at +2 to their secondaries. So they gain a bonus at 85%/70%/55%/40%. If the user elects to fill one of their ability slots with Hidden Power, the cap is increased to +3. So they gain a bonus at 85%/70%/55%/40%/25%/10%.

Note(s):
- If the user has Hidden Power granted for free by a source which is not Bushido then the user is counted as having filled one of their ability slots with it even though the ability is not currently taking up an ability slot.

---

Wrath Seal - Activated Passive
The core of what separates a swordsman and a Nanjirou is their ties to their clan; the Nanjirou have the unique ability to invoke visions, emotions, and perhaps most importantly, techniques, of their predecessors. A misnomer, the Wrath Seal is a trance they enter that allows even a young Nanjirou to display advanced swordsmanship by channeling the power of an ancient grandmaster. This is no free power though; the trance is exhausting, and difficult to maintain during battle for an extended time.

Rank 1: Grants the user 1 Focus point upon activation and each round active. They may perform the Dancing Blade, Energy Slash and Vantage options.
Rank 2: Grants the user 2 Focus points upon activation and each round active. The user may now perform the Vorpal Edge option.
Rank 3: Grants the user 3 Focus points upon activation and each round active. The user may now perform the Lethality option.

One Focus point may be spent to add one of the following effects to a Slashing or Piercing attack;
  • Dancing Blade - The user may add +1 target to an attack. The user deals -10% damage for the remainder of the round; this stacks indefinitely each time used in the round.
  • Energy Slash - The attack does not count as Melee Contact.
  • Vantage - The user may attack a stealthed target that they failed an awareness check on at -5 accuracy.
  • Vorpal Edge - When Battoujutsu is used, it does not suffer from the damage penalty gained through the Dancing Blade or Uncanny Dodge Nanjirou skills.
  • Lethality - Doubles both the Critical buff limit and any Critical bonuses the user has, but halves the user's critical damage modifier.

Cost: 1 Ap to activate. 4% Max Cp/Rnd active

Notes:
- Unused Focus Points carry over to the next round, but cap out at a maximum of 5.
- Focus points modify an entire action, not just an individual hit.
- An attack may only be modified by a single Focus point (with the exception of a Spiritual Ancestral Weapon.)

---

Iaijutsu Mastery - Bloodline Fighting Style
Through many years of training, the Nanjirou have developed a code: "Wherever we may be, we must be prepared." With this code in mind, they have developed a stance to adjust to every situation. Their sword is constantly sheathed, and they may quickly draw it and redraw it. There are a number of variations but any skilled Nanjirou will have their fearsome Battoujutsu at the ready.

Rank 1: Jigen-ryu -- The user's Piercing and Slashing Taijutsu attacks with their weapon while in this stance do +5% more damage.
Rank 2: Mugai-ryu -- Taijutsu attacks done with this style are modded 0.25 AP faster (costs are still paid in full).
Rank 3: Kensei-ryu -- The user takes +15% Damage from all sources, however their class Evasion stat is considered High.

Special Action - The user may choose to only select the "dodge attack to sheath weapon" effect of this style without any of the other effects. If so, this does not take up the user's physical style.

Cost: 0.5 AP to enter stance.

Note:
- At all ranks, upon dodging an attack the user may sheath their weapon for no cost. This is considered a Smart Action, and will be done automatically.
- Can be used with -Any- Slashing or Piercing Weapon.
- No attack can be modded as if they cost less than 0.5 AP.
- While in the Kensei fighting style, the Nanjirou's damage buff cap is reduced to +25%. Additionally, any "beyond the cap" damage buffs they have are halved.

---

Battoujutsu - D Rank Buffing Taijutsu
The infamous quickdraw technique of the Nanjirou. In the hands of a Nanjirou a sheathed blade is more dangerous than a drawn one, and in the blink of an eye they can unsheathe and strike at their enemies. With few people outside of shinobi having the necessary reflexes to react, the Nanjirou became famed for their "one-hit kill" swordsmanship.

Rank 1: The user equips a Slashing or Piercing weapon and attacks with a Taijutsu; If the attack rolls a critical, the modifier is increased to x2.1 Critical damage.
Rank 2: The user equips a Slashing or Piercing weapon and attacks with a Taijutsu with +1 Critical range; If the attack rolls a critical, the modifier is increased to x2.2 Critical damage.
Rank 3: The user equips a Slashing or Piercing weapon and attacks with a Taijutsu with +2 Critical range; If the attack rolls a critical, the modifier is increased to x2.3 Critical damage.

Cost: No Ap; increases the Cp/HP cost of the attack used with this by +30%.

Note:
- The weapon must be sheathed at the start of this attack.
- This attack cannot benefit for critical attack bonus' from any other source (such as Human Anatomy) put it can be stacked with Nanjirou's Ancestral Weapon.
- This may be used with and gain bonus' from Nanjirou's Lethality.
- Smart Action - The user will automatically default to using Battoujutsu when attempting to attack with a sheathed weapon when possible.

---

Temporized Slash - C Rank Bloodline Slashing/Piercing Taijutsu
When facing a Nanjirou, one should never let their guard down, even when they believe themselves to have the upperhand. A technique performed by sheathing their sword in invisible chakra and slashing, the Nanjirou seals the wound right away through the use of the chakra and causes it to go unnoticed by the victim until they choose to release the chakra and open the wound. Often seen involving the user passing by the enemy in an apparent miss...Until blood suddenly gushes from multiple wounds at once.

Rank 1: Deals 1170 damage at -1 Accuracy. Damage dealt by this technique may show up as either a miss or hidden action (user's choice).
Rank 2: Deals 1460 damage. Damage dealt by this technique may show up as either a miss or hidden action (user's choice). Additionally, the user may choose an additional attack used during the current round or the next to be modded similarly.
Rank 3: Deals 1825 damage at +1 Accuracy. Damage dealt by this technique may show up as either a miss or hidden action (user's choice). Additionally, the user may choose an additional 2 attacks used during the current round or the next to be modded similarly.

Cost:
Rank 1: 1.75 Ap, 350 Cp
Rank 2: 1.75 Ap, 420 Cp
Rank 3: 1.75 Ap, 480 Cp

Notes:
- Attacks chosen to be hidden/missed may only be Slashing or Piercing Taijutsu.
- Lasts until the end of the following round, at which point all 'stored' damage is dealt at once.
- A target cannot be affected by multiple uses of Temporized Slash at once. Being hit by this Jutsu while already affected releases any stored damage from the previous use.
- 'Stored' attacks make their initial to-hit check at the time of use as normal. However, damage is not dealt until the time it is 'released'.
- If a 'stored' attack inflicts an effect such as bleeding or a debuff, it is applied upon the initial hit as usual but is 'hidden' from the mod until stored damage is released.
- Attacks still break binds as usual, despite the damage not being applied at the time of the hit.

---

Uncanny Dodge - C-Rank Bloodline Taijutsu
There are few people whose raw speed and reflex can rival that of a Nanjirou swordsmaster. Their swiftness can seem unnatural, as if aided by some jutsu effect or other influence, but it is simply the result of their willpower to endure their clan's intense physical conditioning.

Rank 1: Once used, the user will auto-dodge the next level E-B Jutsu that hits them. The user may use a single Special Action.
Rank 2: Once used, the user will auto-dodge the next level E-A Jutsu that hits them. The user may use a single Special Action.
Rank 3: Once used, the user will auto-dodge the next level E-A Jutsu that hits them. The user may use both Special Actions.

Special Action - Razor's Reflex: Requires Wrath Seal to be active. The Nanjirou may spend a Focus point when using Uncanny Dodge to make a basic melee attack against the attacker, dealing damage equal to 20% of the attack's intended damage.

Special Action - Hidden Warrior: By paying 0.5 additional AP at the time (not at cast) the attack is auto-dodged, the Nanjirou may attempt to enter stealth at -1 stealth bonus.

Cost: 1 Ap; Cp equal to 30% of the triggering attack (CP cost is paid upon the triggering attack but the AP is paid on cast).

Note:
- This cannot be used reflexively. This must be cast before the attack they attempt to auto-dodge.
- This is an activated auto-dodge.
- May only be used once per round, even if Acrobatics is an owned ability.
- May use both special actions at rank 3, and only a single one at rank 2.
- After usage, the Nanjirou deals -20% damage for the remainder of the round.

---

Sword Trance - B-Rank Bloodline Buffing Taijutsu
Calling forth the spirits of their ancestors, the Nanjirou manifests their willpower and soul in a form of living blade that dances around them. To the eyes of a stranger, they would appear like gleaming steel that appeared out of thin air but for the Nanjirou, each and every single blade was once a part of their living bloodline, aiding them in their techniques - refining them with their wisdom.

Effect: The user generates a certain amount of Living Blades each round and the user may choose to expend 1 Living Blade into their Basic Attack, offensive Bloodline Technique or Slashing/Piercing Taijutsu to grant it an additional effect. If the user is equipped with their Ancestral Weapon at the time of cast, the Living Blade user gains the effect under their weapon's Alignment instead.
  • Base - Attacks done with a Living Blade gains it +2 Accuracy.
  • Spiritual - Attacks done with a Living Blade uses the target's Genjutsu Save instead of their usual Dodge in the roll, and may perform a single Wrath Seal action without requiring a focus point.
  • Holy - Attacks done with a Living Blade recovers the user's health by 175 / 275 / 400 / 550 / 675, scaling from the user's Out of Character Rank (D / C / B / A / S).
  • Cursed - Attacks done with a Living Blade will siphon 1% of the target's maximum Health and adds it to the user's Bloodlust Pool.
Rank 1: Generates 2 Living Blades.
Rank 2: Generates 3 Living Blades.
Rank 3: Generates 4 Living Blades.

Cost: 2.25 AP and 1% max HP to activate, 1% max HP/round to maintain.

Notes:
- Lasts for 3 rounds and has a round cooldown after the end of the duration.
- The user can only hold up to 6 Living Blades at a time.
- The Light/Dark versions do not stack if used with an attack hitting multiple targets at once. Light will only heal the user once per attack, and the Dark variant will only add the highest damage dealt amount to the user's Bloodlust Pool.

---

Crescent Arc - B-Rank Bloodline Slashing/Piercing Taijutsu
The Nanjirou's mastery over their body is paralleled by the mastery they have over their own mind. Able to feel their own bodily energies they are able to harness their spiritual wrath tangibly. They release an arc of energy from their sword from afar. This pure energy is disruptive to the chakra coils in their opponent, often exhausting their adversaries long before they achieve victory.

Rank 1: The user strikes once dealing 825 Taijutsu damage and an additional 825 chakra damage.
Rank 2: The user strikes once dealing 980 Taijutsu damage at +1 Accuracy and an additional 980 chakra damage.
Rank 3: The user strikes once dealing 1,165 Taijutsu damage at +2 Accuracy and an additional 1,165 chakra damage.

Special Action: For -1 to the attack's accuracy this attack may target a second target. This may stack up to three times.

Cost:
Rank 1: 2.25 Ap, 655 Cp
Rank 2: 2.25 Ap, 780 Cp
Rank 3: 2.25 Ap, 885 Cp

Notes:
- Can be used with Melee or Ranged Accuracy.
- If used with Ranged Accuracy, this attack has a second chance to hit if the initial use was a miss; this can only occur once per round. This energy strike deals 80% normal damage at -3 Accuracy.

---

Tsubame Gaeshi - A-Rank Bloodline Slashing/Piercing Taijutsu
In a single decisive strike fabled to never miss, a Nanjirou can take down a weakened foe. The voices from their ancestors call out the them and some say that they can see the face of these ancient warriors in place of the man living this day or that their hands guide the blade of their descendant. The strike is the pinnacle of swordsmanship, and so powerful it cleanly splits solid stone.

Rank 1: At + 3 accuracy the Nanjirou attempts to strike down a single target dealing 2650 damage. This attack cannot target a clone or an unintended target.
Rank 2: At + 3 accuracy the Nanjirou attempts to strike down a single target dealing 3050 damage. This attack cannot target a clone or an unintended target and cannot be auto-dodged.
Rank 3: At + 3 accuracy the Nanjirou attempts to strike down a single target dealing 3505 damage. This attack cannot target a clone or an unintended target, cannot be auto-dodged and can target an opponent in stealth as if they were regularly targeting an opponent (but this is done at -3 accuracy).

Cost:
Rank 1: 2.75 Ap, 1400 Cp
Rank 2: 2.75 Ap, 1750 Cp
Rank 3: 2.75 Ap, 2100 Cp

Notes:
- May only be used once per round.
- If the opponent was in stealth when they were hit with this attack, this attack does not take them out of stealth but they would take the full damage of this attack.

Weapon(s):
Weapons Galore purchase link: (If bought)


[/list]

Equipment:

Curse Seal(s):
Cursed Seal RP Thread: From Where I Stand: Sharing My Strength
Cursed Seal - Regenerate 8% Max CP per round, but cannot recover CP through any other method while the Cursed Seal is active.

Cursed Seal - Stage 2 (Heaven) - +2 All secondaries, +10% All Damage types, all chakra costs -10% and CP/HP cost of Stage 2 is increased to 12 per round.

Contracts:
Contract name:
Contract Approval link:

  • <Insert Class Name>
  • HP: (Creature's Mod 1 + User's Level) x User's Chakra Control
  • CP: (Creature's Mod 2 + User's Level) x User's Chakra Control
  • Class Bonus:
  • High:
  • Average:
  • Low:
Jutsu Sub-types:
1.
2.
3.
Jutsu List: (unlocked based on your summons rank.
4 E-Rank:
4 D-Rank:
4 C-Rank:
4 B-Rank:
6 A-Rank:
Abilities:
1.
2.(Unlocked at B-rank)
3.(Unlocked at S-rank)
Specialized Ability:
(paste code found under your contract's information here)

Kinjutsu:
Kinjutsu Name:Abomination
Kinjutsu Approval Link: Approval
Kinjutsu path(s) Approval links:
Abomination
AB.jpg

Kinjutsu Approval
Roleplay:Metamorphosis [Ft. Keniwa & Aria]
Cursed Seals have long been seen as a dark practice due to their destruction of their host's body, but power-at-any-cost comes appealing to many. Occasionally, there are those who's bodies have an unnatural affinity to the Curse Seal, and rather than break down under a Seal's power merge with it in a form of symbiosis that mutates their own body. The original seal is little more than a birthmark at this point, with the true affects of the seal becoming a 'natural' bodily function to them. Demon, mutant, oni, monster...there are many names for them, but this new power and body-reshaping abilities lead them to be seen as an Abomination.

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

Effects:
- The user gains access to the Cursed Seal Ability and will not take up a slot. If the user already has the ability upon gaining Abomination, the Cursed Seal Ability will no longer take up a slot.
- CP Modifier Reduction from Cursed Seal is halved, the user only losing 2 Max CP Modifier every 10 seconds. The user slowly regains their lost CP Modifiers by 2 every 10 seconds inactive.
- HP/CP Modifier Reduction from Stage 2 Cursed Seals is lowered by 4. The user slowly regains their lost HP/CP Modifiers by 1 every 10 seconds inactive.
- The User's Cursed Seal activates in 0 seconds.
-The User may activate Cursed Seal: Stage 2 after having their Base Cursed Seal active for 5 seconds.
-The user may re-activate their Cursed Seal in battle but has a 5-second cooldown upon deactivation.
-The user may re-activate their Cursed Seal: Stage 2 in battle but it requires a 10-second cooldown after it deactivates.
- This Kinjutsu, all of its techniques, and its user are considered Cursed

- Abomination's active techniques (Metamorph, Chrysalis and Malevolent Annihilation) has a unique Mutation mechanic which modifies/adds bonuses to the said technique each time it reaches a new stage of Mutation. Each technique has its own unique Mutation Condition found beneath it.

---

Adaptive Mutation - Kinjutsu Ability
AB4.jpg

Ability/Jutsu Description
Purchase Link
An Abomination's mutation is not limited to that of their own body but to the extent of their capability. Instinctively releasing enzymes to fuel their Cursed Seal in order to adapt to any given situation. This trait makes Abominations a dangerous threat in prolonged combat, merely increasing in power as well as resilience against attacks overtime.

Information
Prerequisites: Abomination

Effect: If the user initially loses 10% of their maximum Health, they gain +2 Custom Class Points in which they may apply to their current Custom Class at the start of the following round. Each time they lose 10% of their maximum Health after the first, they only gain +1 Custom Class Point.

Note:
- Does not take an Ability Slot
- The user -must- state what these points should be used for at this time and failure to do so will result to lost of said points for the remainder of battle.
- The user may only spend their Custom Class Points from Adaptive Mutation from bonuses of 3 Points and below (with the exception of +1 Inventory not being a valid option).
- Recovering health and receiving damage does not take away bonuses from this ability, nor does it allow the user to re-obtain Custom Class Points for Max HP thresholds they have already gotten the points for.

---

Viral Affliction - Kinjutsu Ability
AB2.jpg

Ability/Jutsu Description
Purchase Link
The body of the Abomination is naturally receptive to the taint of a Curse Seal and embraces it in a unique way through their mutations. The same cannot be said for others though; coming into contact or even just being around an Abomination comes with the risk of being infected by their ever-mutating genetics, infecting others like a plague. Even other Abomination are not immune to the unique traits of each other.

Information
Prerequisites: Abomination

Effect: Each round, up to two random opponents in the battle must make a check against the user, failing this check causes the target(s) to suffer from half of the opposite effects of the user's Cursed Seal for the round. If the target fails the check twice in a row and every round after, they suffer from the full opposite effects of the user's Cursed Seal for the round.

Special Action - Plague Affliction: At the end of the round, the user may choose to increase their Cursed Seal's CP Mod penalty by an additional 2 mod points for the following round; doing so grants the user +2 to their next check(s) and it will apply to all opponents in battle.

Notes:
- Does not take an Ability Slot
- Requires the user to have their Cursed Seal active.
- The user must declare which accuracy to use upon activating both their Cursed Seal and Viral Affliction, either be Melee Accuracy, Ranged Accuracy, Ninjutsu Accuracy or Genjutsu Difficulty.
- If the user has "1 Free basic attack per round" for their Cursed Seal bonus, this forces a target to perform a Basic Attack at the start of each round. All costs are paid as normal. If the target is not equipped with a weapon, they will still perform a Basic Attack with Unarmed Damage at normal Damage Modifier and Accuracy.
- If the user has "+1 Inventory slot" for their Cursed Seal bonus, a random item in the target's inventory will be disabled for the round and cannot be used.
- If the user has "+5% Sneak attack chance" for their Curse Seal bonus, this causes any sneak attacks performed by the victim to be modded as normal attacks.
- If the user has the "Ignore 1 point of debuff" option, the victim suffers a random point of debuff for the round.
- If the user has any of the 4 point 'special' options from the Curse Seal ability, those are not 'reversed and transferred' by this ability. In this case, the user may choose a different penalty equal to 4 points to be used in its place.

---

Metamorph - B-Rank Taijutsu
RHLHyLG.png

Ability/Jutsu Description
Purchase Link
One of the most known abilities of an Abomination, this is perhaps the skill that have forever labeled them as monsters to the majority of the world. As their Curse seals have been broken down into enzymes within their body, they can undergo spontaneous physical mutations during the activation of their seal. What this change, or how it effects them, is often different from on Abomination to the next.

Information
Prerequisites: Abomination, B-Rank

Effect: Upon use, the user chooses 1 Augment in their inventory (not in their weapon) and creates a Metamorph with it in the user's body. While the Metamorph is active, the chosen augment is applied to the user directly and affects all attacks made by the user (not just Taijutsu). The Metamorph limb is destroyed upon reaching Sprained Called Shot penalty.

Rank1: Allows access to First Mutation.
Mastered: Allows access to Second Mutation.

Mutation Condition: While Metamorph is active and is in its Base Effect or First Mutation, every next round will cause it to evolve to the next Mutation.
  • First Mutation: The Metamorph limb is destroyed upon reaching Fractured Called Shot penalty.
  • Second Mutation: The Metamorph limb is destroyed upon reaching Broken Called Shot penalty.
  • Final Mutation: May add an additional Augment for a maximum of 2 to their Metamorph limb as well ignore the first 2 successful Called Shot penalty inflicted on it.

Cost: 2.25 AP, 545 Chakra and 275 Chakra per round.

Note:
- Requires Cursed Seal active.
- If at any point a Mutated Metamorph is destroyed, it will revert back to its previous Mutation the next time it is used. This does not apply when it reaches Final Mutation nor will it apply when it is already as its First Mutation.
- The Metamorph is treated as a valid Called Shot target for all intents and purposes, and may be damaged and healed following the same rules.
- There is a 2-round cooldown if the Metamorphis destroyed through Called Shot and a round cooldown if Metamorph is no longer maintained.

---

Chrysalis - B-Rank Ninjutsu
kywE2Ix.png

Ability/Jutsu Description
Purchase Link
Forcing a unique mutation in their body, the Abomination wraps themselves with their own flesh and with the strength of their Cursed Seal, reinforces the outer layer of to the point it becomes harder than steel. From within, the Abomination allows themselves to recover and re-organize their genetic makeup within the safety of their shell before unleashing a fully energized attack upon emerging.

Information
Prerequisites: Abomination, B-Rank

Effect: The user creates a barrier around themselves with Health equal to 40% of their current Health + 10% of their current Chakra for a full round. While active, the user is considered Resting; upon successfully maintaining the barrier for a full round, the user emerges with the Health they initially had upon activating Chrysalis in addition to any benefit gained through Resting.

Rank 1: Grants access to First Mutation.
Mastered: Grants access to Second Mutation.

Mutation Condition: Each time Chrysalis is used while it is in Base or First Mutation, regardless if it was destroyed or was successful, the next time Chrysalis is used it will evolve to its next Mutation.
  • First Mutation: Barrier gains +15% Damage Reduction while active.
  • Second Mutation: Barrier Health is now equal to 45% of their current Health + 15% of their current Chakra
  • Final Mutation: May be used an additional time in battle.

Cost: 2.5 AP and 30% of the Barrier's Health as Chakra Cost.

Notes:
- Requires Cursed Seal active and does not require handseals.
- The user's Cursed Seal will not lower their CP Mod for the round Chrysalis was used.
- While Chrysalis is active, the user cannot perform any actions but can maintain Chrysalis and any other effects that has been active prior to Chrysalis. If the user is equipped with a weapon, it is not dropped.
- Damage from passive effects applied to them prior to using Chrysalis (e.g Bleeding, Burn, etc) is temporarily halted while Chrysalis is active, and resumes thereafter.
- May only be used once every other round and twice per battle. If used, regardless at which point Chrysalis is used, it will be modded as the first action of the round, overriding all priorities.
- The barrier created from Chrysalis cannot be affected by techniques that may automatically destroy or bypass it. It can only be destroyed if the Barrier's Health drops to 0.
- If at any point the Chrysalis is destroyed (reducing the Barrier's Health to 0) before it completes a full round, the user will only receive resting bonuses for the amount of time up to that point, and recieves the maximum amount of Suppression.

---

Malevolent Annihilation - A-Rank Ninjutsu
2QQsgf2.png

Ability/Jutsu Description
Purchase Link
One of the most destructive techniques in the Abominations repertoire, this technique transforms their body into a hellish and gruesome form, shifting and twisting their own body and skin to create cannon-like openings to their insides. After transforming their bodies, the Abomination then builds up a dangerous portion of their chakra, before unleashing it as a huge wave of energy filled with their own genetic signature in the immediate vicinity, inflicting their very own disease if one has survived from the initial blast.

Information
Prerequisites: Abomination, A-Rank

Effect: Deals 4840 damage to up to 2 targets at -2 Accuracy. Upon successful hit, the target must make a check against the user; failing this check causes them to automatically receive the effects of Viral Affliction.

Rank 1: Grants access to First Mutation.
Mastered: Grants access to Second Mutation.

Mutation Condition: Every use of Malevolent Annihilation evolves it to the next Mutation.
  • First Mutation: If used upon a target already affected by Viral Affliction, the effect may stack a single time.
  • Second Mutation: Malevolent Annihilation may target an additional target.
  • Final Mutation: Targets chosen for Malevolent Annihilation must make a check against Viral Affliction even if they successfully dodged the attack.

Cost: 3 AP and 2,420 Chakra

Note:
- May only be used once round.
- Requires Cursed Seal active and does not require handseals.
- Must use either Melee Accuracy, Ranged Accuracy, Ninjutsu Accuracy or Genjutsu Difficulty for the purpose of both Accuracy and Check. Does not require handseals.

---

Virulence - S-Rank Ninjutsu
AB7.jpg

Ability/Jutsu Description
Purchase Link
An Abomination's body constantly changes, both externally and internally, their genetic makeup slowly twisting and turning, mutating to the next level of power albeit in a slower pace allowing them to remain in control. Though the Abomination always has a dark and destructive technique that allows them to manually cause this changes in a blink of an eye, drastically increasing their power and potential.

Information
Prerequisites: Abomination, S-Rank

Master Rank: Evolves all Abomination Techniques that are currently in the Second Mutation to Final Mutation. This refreshes all cooldown on the Abomination's Viral Affliction, Abomination Techniques and Jutsus. Additionally, the user may chain either Metamorph, Chrysalis or Malevolent Annihilation for -0.5 AP Cost after Virulence.

Cost: 2 AP, 2750 CP

Note:
- May only be used once every other round.
- This will only evolve Abomination Techniques that are in Second Mutation. If an Abomination Technique has reached Second Mutation after Virulence is used, Virulence has to be used once more to evolve the technique to its Final Mutation.
- Refresh allows Abomination Techniques and Jutsus that are usually limited to once per round or once every other round to be used once more in the given round Virulence is used.
- Refresh also applies to Viral Affliction, triggering it once more during the round.
- Refresh does not allow once per battle Jutsus to be used again nor does it apply to Virulence itself.

Removing my 6th Ability:
6. Clarity
Roleplay: Keniwa vs Mitsuha! [Spectator Thread]

Adding a new 6th Ability as well as my 8th and last Ability:

6. Versatile Arms
Roleplay: A Molten Core

8. Alignment Focus (Cursed)
Roleplay: A Molten Core

Since I got Versatile Arms now, time to redo 2 of my Weapons:



[X] = Augment doesn't take up a slot via the Versatile Arms Ability.

Also requesting to change the name of my Custom Class to Konoha no Kokuten (Black Angel of the Leaf) to mirror a certain Kenpachi-acting lass out there :3

(Bōtokuba can be remade later)
Approved!
 
Dojo Code:

  • <木ノ葉の黒鬼 Konoha no Kuroki (Black Demon of the Leaf)>
    HP: (60+lvl) x stamina
    CP: (40+lvl) x chakra control
    Class Bonus: Kinjutsu Option, +10% Chance of inflicting Bleeding
    High: Melee Accuracy
    Average: Genjutsu Save, Dodge, Genjutsu DC
    Low: Ranged Accuracy, Ninjutsu Accuracy
  • Character class approval: N/A
  • Class point card ASP purchase: N/A
Abilities:
1. Quickdraw
Roleplay: Every Ninja Walks On Water

2. Calm Mind
Roleplay: Every Ninja Walks On Water

3. Healing Factor
Roleplay: Every Ninja Walks On Water

4. Initiative
Roleplay: [Examination] Team Red

5. Fearless
Roleplay: Keni vs Mitsuha [Spectator Thread]

6. Versatile Arms
Roleplay: A Molten Core

7. Cursed Seal - Stage 2 (Heaven)
Additional Cursed Seal RP Post (for Stage 2): From Where I Stand: Sharing My Strength (My 3rd Post)

8. Alignment Focus (Cursed)
Roleplay: A Molten Core

9. KINJUTSU

10. KINJUTSU

11. KINJUTSU

Fire - Chakra Style
Roleplay (Purchase): The Winds of Change: Soul Resonance

Shinobi 101 (Kinesis Ninjutsu uses Melee Accuracy)

Free Abilities (from Bloodline/Kinjutsu):
Hidden Power - Bushido (Bloodline Passive, Rank 2)
Cursed Seal - Abomination (Kinjutsu) - Regenerate 8% Max CP per round, but cannot recover CP through any other method while the Cursed Seal is active.

Core Ability/Bloodline:
Nanjirou
Current Power Level: 2350
Approved In Character Creation
Nanjirou
Nanjirou.jpg

A distinct clan of samurai that has been the source of some of the greatest swordmasters throughout the land. Renown for the lethal finesse they display in their sword fighting with some of the most ancient blades, a Nanjirou is said to come of age only when their ancestry awakens within them; gifting them with spiritual link to their ancestors that can be evoked to display advanced techniques honed through generations of experience.

Note: All techniques and buffs from this Bloodline are considered Spiritual/Dark/Light based on their Ancestral Weapon.

084 PL - Ancestral Weapon (Rank One)/Bushido (Rank One)
168 PL - Wrath Seal (Rank One)
252 PL - Iaijutsu Mastery (Rank One)
336 PL - Battoujutsu (Rank One)
420 PL - Ancestral Weapon (Rank Two)
504 PL - Iaijutsu Mastery (Rank Two)
588 PL - Bushido (Rank Two) / Temporized Slash (Rank One)
672 PL - Wrath Seal (Rank Two) / Uncanny Dodge (Rank One)
756 PL - Ancestral Weapon (Rank Three) / Battoujutsu (Rank Two)
840 PL - Iaijutsu Mastery (Rank Three) / Temporized Slash (Rank Two)
924 PL - Uncanny Dodge (Rank Two)
1008 PL - Wrath Seal (Rank Three) / Temporized Slash (Rank Three)
1092 PL - Bushido (Rank Three) / Uncanny Dodge (Rank Three)
1176 PL - Battoujutsu (Rank Three)
1260 PL - Sword Trance (Rank One)
1344 PL - Crescent Arc (Rank One)
1428 PL - Sword Trance (Rank Two)
1512 PL - Tsubame Gaeshi (Rank One)
1596 PL - Sword Trance (Rank Three) / Crescent Arc (Rank Two)
1680 PL - Crescent Arc (Rank Three) / Tsubame Gaeshi (Rank Two)
1764 PL - Tsubame Gaeshi (Rank Three)

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Ancestral Weapon - Passive
The Nanjirou believe that the best ending to their life is to be as they lived; paired with a blade. Their remains are used in the forging and reforging of blades both new and old, quite literally infusing a part of them into their swords. It is for this reason that their are a myriad of unique weapons in the clan, each with their own history and displaying traits of those who came before. Many blades have a spirit within of one of their ancestors that serves as a guide to the Nanjirou as they live their life and grow in power.

Rank 1: Upon gaining this bloodline the user must designate a single Slashing or Piercing weapon as their Ancestral Weapon. Attacks made with this weapon gain one of the following alignments and the associated effect;
  • Spiritual Twice per round, the user may perform two Wrath Seal actions to the same attack with this weapon. Both require a focus point.
  • Holy The weapon protects the user against the first 175/275/400/550/675 damage that hits the wielder each round, increasing with the user's out of character rank D/C/B/A/S.
  • Cursed Each round the user's Ancestral Weapon siphons 1% of their maximum health into a special Bloodlust Pool. Whenever the user performs a Taijutsu with their Ancestral Weapon, for free, they may choose to spend Bloodlust as well which increases the base damage of their attack by an equal amount to a maximum of +500 Base Damage.
    • The Bloodlust Pool has no maximum cap and cannot be affected in any form other than spending or adding Bloodlust.
Rank 2: The Ancestral Weapon gains +1 Critical.
Rank 3: Critical bonus from Rank 2 no longer applies to caps.

Note:
- The user may only have a single Ancestral Weapon.
- The flavor regarding having an ancestral spirit within the weapon is still subject to the ghost NPC rules.
- The Ancestral Weapon must be stated in their Dojo thread. It and its alignment may be changed by remaking the chosen weapon.

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Bushido - Passive
Fitting for a clan of samurai, the Nanjirou are ingrained with a code of honor and pride before they even learn to speak. Due to carrying within them the blood and spirit of their lineage, the failure of oneself is seen as the failure of one's ancestry; to be the cause of such shame is not an option to them. The more a Nanjirou is pressured, the more of their Ancestry awakens.

Rank 1: The user gains +0.5 to all Secondary stats each time they lose 30% of their Max Hp, capping at +1.5 Secondaries.
Rank 2: The user is treated as having the Hidden Power ability (This does not require an abilities slot).
Rank 3: The user gains +0.5 to all Secondary stats each time they lose 15% Hp of their Max Hp, capping at +2 to their secondaries. So they gain a bonus at 85%/70%/55%/40%. If the user elects to fill one of their ability slots with Hidden Power, the cap is increased to +3. So they gain a bonus at 85%/70%/55%/40%/25%/10%.

Note(s):
- If the user has Hidden Power granted for free by a source which is not Bushido then the user is counted as having filled one of their ability slots with it even though the ability is not currently taking up an ability slot.

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Wrath Seal - Activated Passive
The core of what separates a swordsman and a Nanjirou is their ties to their clan; the Nanjirou have the unique ability to invoke visions, emotions, and perhaps most importantly, techniques, of their predecessors. A misnomer, the Wrath Seal is a trance they enter that allows even a young Nanjirou to display advanced swordsmanship by channeling the power of an ancient grandmaster. This is no free power though; the trance is exhausting, and difficult to maintain during battle for an extended time.

Rank 1: Grants the user 1 Focus point upon activation and each round active. They may perform the Dancing Blade, Energy Slash and Vantage options.
Rank 2: Grants the user 2 Focus points upon activation and each round active. The user may now perform the Vorpal Edge option.
Rank 3: Grants the user 3 Focus points upon activation and each round active. The user may now perform the Lethality option.

One Focus point may be spent to add one of the following effects to a Slashing or Piercing attack;
  • Dancing Blade - The user may add +1 target to an attack. The user deals -10% damage for the remainder of the round; this stacks indefinitely each time used in the round.
  • Energy Slash - The attack does not count as Melee Contact.
  • Vantage - The user may attack a stealthed target that they failed an awareness check on at -5 accuracy.
  • Vorpal Edge - When Battoujutsu is used, it does not suffer from the damage penalty gained through the Dancing Blade or Uncanny Dodge Nanjirou skills.
  • Lethality - Doubles both the Critical buff limit and any Critical bonuses the user has, but halves the user's critical damage modifier.

Cost: 1 Ap to activate. 4% Max Cp/Rnd active

Notes:
- Unused Focus Points carry over to the next round, but cap out at a maximum of 5.
- Focus points modify an entire action, not just an individual hit.
- An attack may only be modified by a single Focus point (with the exception of a Spiritual Ancestral Weapon.)

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Iaijutsu Mastery - Bloodline Fighting Style
Through many years of training, the Nanjirou have developed a code: "Wherever we may be, we must be prepared." With this code in mind, they have developed a stance to adjust to every situation. Their sword is constantly sheathed, and they may quickly draw it and redraw it. There are a number of variations but any skilled Nanjirou will have their fearsome Battoujutsu at the ready.

Rank 1: Jigen-ryu -- The user's Piercing and Slashing Taijutsu attacks with their weapon while in this stance do +5% more damage.
Rank 2: Mugai-ryu -- Taijutsu attacks done with this style are modded 0.25 AP faster (costs are still paid in full).
Rank 3: Kensei-ryu -- The user takes +15% Damage from all sources, however their class Evasion stat is considered High.

Special Action - The user may choose to only select the "dodge attack to sheath weapon" effect of this style without any of the other effects. If so, this does not take up the user's physical style.

Cost: 0.5 AP to enter stance.

Note:
- At all ranks, upon dodging an attack the user may sheath their weapon for no cost. This is considered a Smart Action, and will be done automatically.
- Can be used with -Any- Slashing or Piercing Weapon.
- No attack can be modded as if they cost less than 0.5 AP.
- While in the Kensei fighting style, the Nanjirou's damage buff cap is reduced to +25%. Additionally, any "beyond the cap" damage buffs they have are halved.

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Battoujutsu - D Rank Buffing Taijutsu
The infamous quickdraw technique of the Nanjirou. In the hands of a Nanjirou a sheathed blade is more dangerous than a drawn one, and in the blink of an eye they can unsheathe and strike at their enemies. With few people outside of shinobi having the necessary reflexes to react, the Nanjirou became famed for their "one-hit kill" swordsmanship.

Rank 1: The user equips a Slashing or Piercing weapon and attacks with a Taijutsu; If the attack rolls a critical, the modifier is increased to x2.1 Critical damage.
Rank 2: The user equips a Slashing or Piercing weapon and attacks with a Taijutsu with +1 Critical range; If the attack rolls a critical, the modifier is increased to x2.2 Critical damage.
Rank 3: The user equips a Slashing or Piercing weapon and attacks with a Taijutsu with +2 Critical range; If the attack rolls a critical, the modifier is increased to x2.3 Critical damage.

Cost: No Ap; increases the Cp/HP cost of the attack used with this by +30%.

Note:
- The weapon must be sheathed at the start of this attack.
- This attack cannot benefit for critical attack bonus' from any other source (such as Human Anatomy) put it can be stacked with Nanjirou's Ancestral Weapon.
- This may be used with and gain bonus' from Nanjirou's Lethality.
- Smart Action - The user will automatically default to using Battoujutsu when attempting to attack with a sheathed weapon when possible.

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Temporized Slash - C Rank Bloodline Slashing/Piercing Taijutsu
When facing a Nanjirou, one should never let their guard down, even when they believe themselves to have the upperhand. A technique performed by sheathing their sword in invisible chakra and slashing, the Nanjirou seals the wound right away through the use of the chakra and causes it to go unnoticed by the victim until they choose to release the chakra and open the wound. Often seen involving the user passing by the enemy in an apparent miss...Until blood suddenly gushes from multiple wounds at once.

Rank 1: Deals 1170 damage at -1 Accuracy. Damage dealt by this technique may show up as either a miss or hidden action (user's choice).
Rank 2: Deals 1460 damage. Damage dealt by this technique may show up as either a miss or hidden action (user's choice). Additionally, the user may choose an additional attack used during the current round or the next to be modded similarly.
Rank 3: Deals 1825 damage at +1 Accuracy. Damage dealt by this technique may show up as either a miss or hidden action (user's choice). Additionally, the user may choose an additional 2 attacks used during the current round or the next to be modded similarly.

Cost:
Rank 1: 1.75 Ap, 350 Cp
Rank 2: 1.75 Ap, 420 Cp
Rank 3: 1.75 Ap, 480 Cp

Notes:
- Attacks chosen to be hidden/missed may only be Slashing or Piercing Taijutsu.
- Lasts until the end of the following round, at which point all 'stored' damage is dealt at once.
- A target cannot be affected by multiple uses of Temporized Slash at once. Being hit by this Jutsu while already affected releases any stored damage from the previous use.
- 'Stored' attacks make their initial to-hit check at the time of use as normal. However, damage is not dealt until the time it is 'released'.
- If a 'stored' attack inflicts an effect such as bleeding or a debuff, it is applied upon the initial hit as usual but is 'hidden' from the mod until stored damage is released.
- Attacks still break binds as usual, despite the damage not being applied at the time of the hit.

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Uncanny Dodge - C-Rank Bloodline Taijutsu
There are few people whose raw speed and reflex can rival that of a Nanjirou swordsmaster. Their swiftness can seem unnatural, as if aided by some jutsu effect or other influence, but it is simply the result of their willpower to endure their clan's intense physical conditioning.

Rank 1: Once used, the user will auto-dodge the next level E-B Jutsu that hits them. The user may use a single Special Action.
Rank 2: Once used, the user will auto-dodge the next level E-A Jutsu that hits them. The user may use a single Special Action.
Rank 3: Once used, the user will auto-dodge the next level E-A Jutsu that hits them. The user may use both Special Actions.

Special Action - Razor's Reflex: Requires Wrath Seal to be active. The Nanjirou may spend a Focus point when using Uncanny Dodge to make a basic melee attack against the attacker, dealing damage equal to 20% of the attack's intended damage.

Special Action - Hidden Warrior: By paying 0.5 additional AP at the time (not at cast) the attack is auto-dodged, the Nanjirou may attempt to enter stealth at -1 stealth bonus.

Cost: 1 Ap; Cp equal to 30% of the triggering attack (CP cost is paid upon the triggering attack but the AP is paid on cast).

Note:
- This cannot be used reflexively. This must be cast before the attack they attempt to auto-dodge.
- This is an activated auto-dodge.
- May only be used once per round, even if Acrobatics is an owned ability.
- May use both special actions at rank 3, and only a single one at rank 2.
- After usage, the Nanjirou deals -20% damage for the remainder of the round.

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Sword Trance - B-Rank Bloodline Buffing Taijutsu
Calling forth the spirits of their ancestors, the Nanjirou manifests their willpower and soul in a form of living blade that dances around them. To the eyes of a stranger, they would appear like gleaming steel that appeared out of thin air but for the Nanjirou, each and every single blade was once a part of their living bloodline, aiding them in their techniques - refining them with their wisdom.

Effect: The user generates a certain amount of Living Blades each round and the user may choose to expend 1 Living Blade into their Basic Attack, offensive Bloodline Technique or Slashing/Piercing Taijutsu to grant it an additional effect. If the user is equipped with their Ancestral Weapon at the time of cast, the Living Blade user gains the effect under their weapon's Alignment instead.
  • Base - Attacks done with a Living Blade gains it +2 Accuracy.
  • Spiritual - Attacks done with a Living Blade uses the target's Genjutsu Save instead of their usual Dodge in the roll, and may perform a single Wrath Seal action without requiring a focus point.
  • Holy - Attacks done with a Living Blade recovers the user's health by 175 / 275 / 400 / 550 / 675, scaling from the user's Out of Character Rank (D / C / B / A / S).
  • Cursed - Attacks done with a Living Blade will siphon 1% of the target's maximum Health and adds it to the user's Bloodlust Pool.
Rank 1: Generates 2 Living Blades.
Rank 2: Generates 3 Living Blades.
Rank 3: Generates 4 Living Blades.

Cost: 2.25 AP and 1% max HP to activate, 1% max HP/round to maintain.

Notes:
- Lasts for 3 rounds and has a round cooldown after the end of the duration.
- The user can only hold up to 6 Living Blades at a time.
- The Light/Dark versions do not stack if used with an attack hitting multiple targets at once. Light will only heal the user once per attack, and the Dark variant will only add the highest damage dealt amount to the user's Bloodlust Pool.

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Crescent Arc - B-Rank Bloodline Slashing/Piercing Taijutsu
The Nanjirou's mastery over their body is paralleled by the mastery they have over their own mind. Able to feel their own bodily energies they are able to harness their spiritual wrath tangibly. They release an arc of energy from their sword from afar. This pure energy is disruptive to the chakra coils in their opponent, often exhausting their adversaries long before they achieve victory.

Rank 1: The user strikes once dealing 825 Taijutsu damage and an additional 825 chakra damage.
Rank 2: The user strikes once dealing 980 Taijutsu damage at +1 Accuracy and an additional 980 chakra damage.
Rank 3: The user strikes once dealing 1,165 Taijutsu damage at +2 Accuracy and an additional 1,165 chakra damage.

Special Action: For -1 to the attack's accuracy this attack may target a second target. This may stack up to three times.

Cost:
Rank 1: 2.25 Ap, 655 Cp
Rank 2: 2.25 Ap, 780 Cp
Rank 3: 2.25 Ap, 885 Cp

Notes:
- Can be used with Melee or Ranged Accuracy.
- If used with Ranged Accuracy, this attack has a second chance to hit if the initial use was a miss; this can only occur once per round. This energy strike deals 80% normal damage at -3 Accuracy.

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Tsubame Gaeshi - A-Rank Bloodline Slashing/Piercing Taijutsu
In a single decisive strike fabled to never miss, a Nanjirou can take down a weakened foe. The voices from their ancestors call out the them and some say that they can see the face of these ancient warriors in place of the man living this day or that their hands guide the blade of their descendant. The strike is the pinnacle of swordsmanship, and so powerful it cleanly splits solid stone.

Rank 1: At + 3 accuracy the Nanjirou attempts to strike down a single target dealing 2650 damage. This attack cannot target a clone or an unintended target.
Rank 2: At + 3 accuracy the Nanjirou attempts to strike down a single target dealing 3050 damage. This attack cannot target a clone or an unintended target and cannot be auto-dodged.
Rank 3: At + 3 accuracy the Nanjirou attempts to strike down a single target dealing 3505 damage. This attack cannot target a clone or an unintended target, cannot be auto-dodged and can target an opponent in stealth as if they were regularly targeting an opponent (but this is done at -3 accuracy).

Cost:
Rank 1: 2.75 Ap, 1400 Cp
Rank 2: 2.75 Ap, 1750 Cp
Rank 3: 2.75 Ap, 2100 Cp

Notes:
- May only be used once per round.
- If the opponent was in stealth when they were hit with this attack, this attack does not take them out of stealth but they would take the full damage of this attack.

Weapon(s):
Weapons Galore purchase link: (If bought)
[X] = Augment doesn't take up a slot via the Versatile Arms Ability.

[X] = Augment doesn't take up a slot via the Versatile Arms Ability.
[/list]

Equipment:

Curse Seal(s):
Cursed Seal RP Thread: From Where I Stand: Sharing My Strength
Cursed Seal - Regenerate 8% Max CP per round, but cannot recover CP through any other method while the Cursed Seal is active.

Cursed Seal - Stage 2 (Heaven) - +2 All secondaries, +10% All Damage types, all chakra costs -10% and CP/HP cost of Stage 2 is increased to 12 per round.

Contracts:
Contract name:
Contract Approval link:

  • <Insert Class Name>
  • HP: (Creature's Mod 1 + User's Level) x User's Chakra Control
  • CP: (Creature's Mod 2 + User's Level) x User's Chakra Control
  • Class Bonus:
  • High:
  • Average:
  • Low:
Jutsu Sub-types:
1.
2.
3.
Jutsu List: (unlocked based on your summons rank.
4 E-Rank:
4 D-Rank:
4 C-Rank:
4 B-Rank:
6 A-Rank:
Abilities:
1.
2.(Unlocked at B-rank)
3.(Unlocked at S-rank)
Specialized Ability:
(paste code found under your contract's information here)

Kinjutsu:
Kinjutsu Name:Abomination
Kinjutsu Approval Link: Approval
Kinjutsu path(s) Approval links:
Abomination
AB.jpg

Kinjutsu Approval
Roleplay:Metamorphosis [Ft. Keniwa & Aria]
Cursed Seals have long been seen as a dark practice due to their destruction of their host's body, but power-at-any-cost comes appealing to many. Occasionally, there are those who's bodies have an unnatural affinity to the Curse Seal, and rather than break down under a Seal's power merge with it in a form of symbiosis that mutates their own body. The original seal is little more than a birthmark at this point, with the true affects of the seal becoming a 'natural' bodily function to them. Demon, mutant, oni, monster...there are many names for them, but this new power and body-reshaping abilities lead them to be seen as an Abomination.

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

Effects:
- The user gains access to the Cursed Seal Ability and will not take up a slot. If the user already has the ability upon gaining Abomination, the Cursed Seal Ability will no longer take up a slot.
- CP Modifier Reduction from Cursed Seal is halved, the user only losing 2 Max CP Modifier every 10 seconds. The user slowly regains their lost CP Modifiers by 2 every 10 seconds inactive.
- HP/CP Modifier Reduction from Stage 2 Cursed Seals is lowered by 4. The user slowly regains their lost HP/CP Modifiers by 1 every 10 seconds inactive.
- The User's Cursed Seal activates in 0 seconds.
-The User may activate Cursed Seal: Stage 2 after having their Base Cursed Seal active for 5 seconds.
-The user may re-activate their Cursed Seal in battle but has a 5-second cooldown upon deactivation.
-The user may re-activate their Cursed Seal: Stage 2 in battle but it requires a 10-second cooldown after it deactivates.
- This Kinjutsu, all of its techniques, and its user are considered Cursed

- Abomination's active techniques (Metamorph, Chrysalis and Malevolent Annihilation) has a unique Mutation mechanic which modifies/adds bonuses to the said technique each time it reaches a new stage of Mutation. Each technique has its own unique Mutation Condition found beneath it.

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Adaptive Mutation - Kinjutsu Ability
AB4.jpg

Ability/Jutsu Description
Purchase Link
An Abomination's mutation is not limited to that of their own body but to the extent of their capability. Instinctively releasing enzymes to fuel their Cursed Seal in order to adapt to any given situation. This trait makes Abominations a dangerous threat in prolonged combat, merely increasing in power as well as resilience against attacks overtime.

Information
Prerequisites: Abomination

Effect: If the user initially loses 10% of their maximum Health, they gain +2 Custom Class Points in which they may apply to their current Custom Class at the start of the following round. Each time they lose 10% of their maximum Health after the first, they only gain +1 Custom Class Point.

Note:
- Does not take an Ability Slot
- The user -must- state what these points should be used for at this time and failure to do so will result to lost of said points for the remainder of battle.
- The user may only spend their Custom Class Points from Adaptive Mutation from bonuses of 3 Points and below (with the exception of +1 Inventory not being a valid option).
- Recovering health and receiving damage does not take away bonuses from this ability, nor does it allow the user to re-obtain Custom Class Points for Max HP thresholds they have already gotten the points for.

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Viral Affliction - Kinjutsu Ability
AB2.jpg

Ability/Jutsu Description
Purchase Link
The body of the Abomination is naturally receptive to the taint of a Curse Seal and embraces it in a unique way through their mutations. The same cannot be said for others though; coming into contact or even just being around an Abomination comes with the risk of being infected by their ever-mutating genetics, infecting others like a plague. Even other Abomination are not immune to the unique traits of each other.

Information
Prerequisites: Abomination

Effect: Each round, up to two random opponents in the battle must make a check against the user, failing this check causes the target(s) to suffer from half of the opposite effects of the user's Cursed Seal for the round. If the target fails the check twice in a row and every round after, they suffer from the full opposite effects of the user's Cursed Seal for the round.

Special Action - Plague Affliction: At the end of the round, the user may choose to increase their Cursed Seal's CP Mod penalty by an additional 2 mod points for the following round; doing so grants the user +2 to their next check(s) and it will apply to all opponents in battle.

Notes:
- Does not take an Ability Slot
- Requires the user to have their Cursed Seal active.
- The user must declare which accuracy to use upon activating both their Cursed Seal and Viral Affliction, either be Melee Accuracy, Ranged Accuracy, Ninjutsu Accuracy or Genjutsu Difficulty.
- If the user has "1 Free basic attack per round" for their Cursed Seal bonus, this forces a target to perform a Basic Attack at the start of each round. All costs are paid as normal. If the target is not equipped with a weapon, they will still perform a Basic Attack with Unarmed Damage at normal Damage Modifier and Accuracy.
- If the user has "+1 Inventory slot" for their Cursed Seal bonus, a random item in the target's inventory will be disabled for the round and cannot be used.
- If the user has "+5% Sneak attack chance" for their Curse Seal bonus, this causes any sneak attacks performed by the victim to be modded as normal attacks.
- If the user has the "Ignore 1 point of debuff" option, the victim suffers a random point of debuff for the round.
- If the user has any of the 4 point 'special' options from the Curse Seal ability, those are not 'reversed and transferred' by this ability. In this case, the user may choose a different penalty equal to 4 points to be used in its place.

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Metamorph - B-Rank Taijutsu
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Ability/Jutsu Description
Purchase Link (M)
One of the most known abilities of an Abomination, this is perhaps the skill that have forever labeled them as monsters to the majority of the world. As their Curse seals have been broken down into enzymes within their body, they can undergo spontaneous physical mutations during the activation of their seal. What this change, or how it effects them, is often different from on Abomination to the next.

Information
Prerequisites: Abomination, B-Rank

Effect: Upon use, the user chooses 1 Augment in their inventory (not in their weapon) and creates a Metamorph with it in the user's body. While the Metamorph is active, the chosen augment is applied to the user directly and affects all attacks made by the user (not just Taijutsu). The Metamorph limb is destroyed upon reaching Sprained Called Shot penalty.

Rank1: Allows access to First Mutation.
Mastered: Allows access to Second Mutation.

Mutation Condition: While Metamorph is active and is in its Base Effect or First Mutation, every next round will cause it to evolve to the next Mutation.
  • First Mutation: The Metamorph limb is destroyed upon reaching Fractured Called Shot penalty.
  • Second Mutation: The Metamorph limb is destroyed upon reaching Broken Called Shot penalty.
  • Final Mutation: May add an additional Augment for a maximum of 2 to their Metamorph limb as well ignore the first 2 successful Called Shot penalty inflicted on it.

Cost: 2.25 AP, 545 Chakra and 275 Chakra per round.

Note:
- Requires Cursed Seal active.
- If at any point a Mutated Metamorph is destroyed, it will revert back to its previous Mutation the next time it is used. This does not apply when it reaches Final Mutation nor will it apply when it is already as its First Mutation.
- The Metamorph is treated as a valid Called Shot target for all intents and purposes, and may be damaged and healed following the same rules.
- There is a 2-round cooldown if the Metamorphis destroyed through Called Shot and a round cooldown if Metamorph is no longer maintained.

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Chrysalis - B-Rank Ninjutsu
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Ability/Jutsu Description
Purchase Link (M)
Forcing a unique mutation in their body, the Abomination wraps themselves with their own flesh and with the strength of their Cursed Seal, reinforces the outer layer of to the point it becomes harder than steel. From within, the Abomination allows themselves to recover and re-organize their genetic makeup within the safety of their shell before unleashing a fully energized attack upon emerging.

Information
Prerequisites: Abomination, B-Rank

Effect: The user creates a barrier around themselves with Health equal to 40% of their current Health + 10% of their current Chakra for a full round. While active, the user is considered Resting; upon successfully maintaining the barrier for a full round, the user emerges with the Health they initially had upon activating Chrysalis in addition to any benefit gained through Resting.

Rank 1: Grants access to First Mutation.
Mastered: Grants access to Second Mutation.

Mutation Condition: Each time Chrysalis is used while it is in Base or First Mutation, regardless if it was destroyed or was successful, the next time Chrysalis is used it will evolve to its next Mutation.
  • First Mutation: Barrier gains +15% Damage Reduction while active.
  • Second Mutation: Barrier Health is now equal to 45% of their current Health + 15% of their current Chakra
  • Final Mutation: May be used an additional time in battle.

Cost: 2.5 AP and 30% of the Barrier's Health as Chakra Cost.

Notes:
- Requires Cursed Seal active and does not require handseals.
- The user's Cursed Seal will not lower their CP Mod for the round Chrysalis was used.
- While Chrysalis is active, the user cannot perform any actions but can maintain Chrysalis and any other effects that has been active prior to Chrysalis. If the user is equipped with a weapon, it is not dropped.
- Damage from passive effects applied to them prior to using Chrysalis (e.g Bleeding, Burn, etc) is temporarily halted while Chrysalis is active, and resumes thereafter.
- May only be used once every other round and twice per battle. If used, regardless at which point Chrysalis is used, it will be modded as the first action of the round, overriding all priorities.
- The barrier created from Chrysalis cannot be affected by techniques that may automatically destroy or bypass it. It can only be destroyed if the Barrier's Health drops to 0.
- If at any point the Chrysalis is destroyed (reducing the Barrier's Health to 0) before it completes a full round, the user will only receive resting bonuses for the amount of time up to that point, and recieves the maximum amount of Suppression.

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Malevolent Annihilation - A-Rank Ninjutsu
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Ability/Jutsu Description
Purchase Link
One of the most destructive techniques in the Abominations repertoire, this technique transforms their body into a hellish and gruesome form, shifting and twisting their own body and skin to create cannon-like openings to their insides. After transforming their bodies, the Abomination then builds up a dangerous portion of their chakra, before unleashing it as a huge wave of energy filled with their own genetic signature in the immediate vicinity, inflicting their very own disease if one has survived from the initial blast.

Information
Prerequisites: Abomination, A-Rank

Effect: Deals 4840 damage to up to 2 targets at -2 Accuracy. Upon successful hit, the target must make a check against the user; failing this check causes them to automatically receive the effects of Viral Affliction.

Rank 1: Grants access to First Mutation.
Mastered: Grants access to Second Mutation.

Mutation Condition: Every use of Malevolent Annihilation evolves it to the next Mutation.
  • First Mutation: If used upon a target already affected by Viral Affliction, the effect may stack a single time.
  • Second Mutation: Malevolent Annihilation may target an additional target.
  • Final Mutation: Targets chosen for Malevolent Annihilation must make a check against Viral Affliction even if they successfully dodged the attack.

Cost: 3 AP and 2,420 Chakra

Note:
- May only be used once round.
- Requires Cursed Seal active and does not require handseals.
- Must use either Melee Accuracy, Ranged Accuracy, Ninjutsu Accuracy or Genjutsu Difficulty for the purpose of both Accuracy and Check. Does not require handseals.

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Virulence - S-Rank Ninjutsu
AB7.jpg

Ability/Jutsu Description
Purchase Link
An Abomination's body constantly changes, both externally and internally, their genetic makeup slowly twisting and turning, mutating to the next level of power albeit in a slower pace allowing them to remain in control. Though the Abomination always has a dark and destructive technique that allows them to manually cause this changes in a blink of an eye, drastically increasing their power and potential.

Information
Prerequisites: Abomination, S-Rank

Master Rank: Evolves all Abomination Techniques that are currently in the Second Mutation to Final Mutation. This refreshes all cooldown on the Abomination's Viral Affliction, Abomination Techniques and Jutsus. Additionally, the user may chain either Metamorph, Chrysalis or Malevolent Annihilation for -0.5 AP Cost after Virulence.

Cost: 2 AP, 2750 CP

Note:
- May only be used once every other round.
- This will only evolve Abomination Techniques that are in Second Mutation. If an Abomination Technique has reached Second Mutation after Virulence is used, Virulence has to be used once more to evolve the technique to its Final Mutation.
- Refresh allows Abomination Techniques and Jutsus that are usually limited to once per round or once every other round to be used once more in the given round Virulence is used.
- Refresh also applies to Viral Affliction, triggering it once more during the round.
- Refresh does not allow once per battle Jutsus to be used again nor does it apply to Virulence itself.

Requesting a Minor Affinity to Non-Elemental with these 18 Mastered Jutsus:

 
Dojo Code:

  • <木ノ葉の黒鬼 Konoha no Kuroki (Black Demon of the Leaf)>
    HP: (60+lvl) x stamina
    CP: (40+lvl) x chakra control
    Class Bonus: Kinjutsu Option, +10% Chance of inflicting Bleeding
    High: Melee Accuracy
    Average: Genjutsu Save, Dodge, Genjutsu DC
    Low: Ranged Accuracy, Ninjutsu Accuracy
  • Character class approval: N/A
  • Class point card ASP purchase: N/A
Abilities:
1. Quickdraw
Roleplay: Every Ninja Walks On Water

2. Calm Mind
Roleplay: Every Ninja Walks On Water

3. Healing Factor
Roleplay: Every Ninja Walks On Water

4. Initiative
Roleplay: [Examination] Team Red

5. Fearless
Roleplay: Keni vs Mitsuha [Spectator Thread]

6. Versatile Arms
Roleplay: A Molten Core

7. Cursed Seal - Stage 2 (Heaven)
Additional Cursed Seal RP Post (for Stage 2): From Where I Stand: Sharing My Strength (My 3rd Post)

8. Alignment Focus (Cursed)
Roleplay: A Molten Core

9. KINJUTSU

10. KINJUTSU

11. KINJUTSU

Fire - Chakra Style
Roleplay (Purchase): The Winds of Change: Soul Resonance

Shinobi 101 (Kinesis Ninjutsu uses Melee Accuracy)

Free Abilities (from Bloodline/Kinjutsu):
Hidden Power - Bushido (Bloodline Passive, Rank 2)
Cursed Seal - Abomination (Kinjutsu) - Regenerate 8% Max CP per round, but cannot recover CP through any other method while the Cursed Seal is active.

Core Ability/Bloodline:
Nanjirou
Current Power Level: 2350
Approved In Character Creation
Nanjirou
Nanjirou.jpg

A distinct clan of samurai that has been the source of some of the greatest swordmasters throughout the land. Renown for the lethal finesse they display in their sword fighting with some of the most ancient blades, a Nanjirou is said to come of age only when their ancestry awakens within them; gifting them with spiritual link to their ancestors that can be evoked to display advanced techniques honed through generations of experience.

Note: All techniques and buffs from this Bloodline are considered Spiritual/Dark/Light based on their Ancestral Weapon.

084 PL - Ancestral Weapon (Rank One)/Bushido (Rank One)
168 PL - Wrath Seal (Rank One)
252 PL - Iaijutsu Mastery (Rank One)
336 PL - Battoujutsu (Rank One)
420 PL - Ancestral Weapon (Rank Two)
504 PL - Iaijutsu Mastery (Rank Two)
588 PL - Bushido (Rank Two) / Temporized Slash (Rank One)
672 PL - Wrath Seal (Rank Two) / Uncanny Dodge (Rank One)
756 PL - Ancestral Weapon (Rank Three) / Battoujutsu (Rank Two)
840 PL - Iaijutsu Mastery (Rank Three) / Temporized Slash (Rank Two)
924 PL - Uncanny Dodge (Rank Two)
1008 PL - Wrath Seal (Rank Three) / Temporized Slash (Rank Three)
1092 PL - Bushido (Rank Three) / Uncanny Dodge (Rank Three)
1176 PL - Battoujutsu (Rank Three)
1260 PL - Sword Trance (Rank One)
1344 PL - Crescent Arc (Rank One)
1428 PL - Sword Trance (Rank Two)
1512 PL - Tsubame Gaeshi (Rank One)
1596 PL - Sword Trance (Rank Three) / Crescent Arc (Rank Two)
1680 PL - Crescent Arc (Rank Three) / Tsubame Gaeshi (Rank Two)
1764 PL - Tsubame Gaeshi (Rank Three)

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Ancestral Weapon - Passive
The Nanjirou believe that the best ending to their life is to be as they lived; paired with a blade. Their remains are used in the forging and reforging of blades both new and old, quite literally infusing a part of them into their swords. It is for this reason that their are a myriad of unique weapons in the clan, each with their own history and displaying traits of those who came before. Many blades have a spirit within of one of their ancestors that serves as a guide to the Nanjirou as they live their life and grow in power.

Rank 1: Upon gaining this bloodline the user must designate a single Slashing or Piercing weapon as their Ancestral Weapon. Attacks made with this weapon gain one of the following alignments and the associated effect;
  • Spiritual Twice per round, the user may perform two Wrath Seal actions to the same attack with this weapon. Both require a focus point.
  • Holy The weapon protects the user against the first 175/275/400/550/675 damage that hits the wielder each round, increasing with the user's out of character rank D/C/B/A/S.
  • Cursed Each round the user's Ancestral Weapon siphons 1% of their maximum health into a special Bloodlust Pool. Whenever the user performs a Taijutsu with their Ancestral Weapon, for free, they may choose to spend Bloodlust as well which increases the base damage of their attack by an equal amount to a maximum of +500 Base Damage.
    • The Bloodlust Pool has no maximum cap and cannot be affected in any form other than spending or adding Bloodlust.
Rank 2: The Ancestral Weapon gains +1 Critical.
Rank 3: Critical bonus from Rank 2 no longer applies to caps.

Note:
- The user may only have a single Ancestral Weapon.
- The flavor regarding having an ancestral spirit within the weapon is still subject to the ghost NPC rules.
- The Ancestral Weapon must be stated in their Dojo thread. It and its alignment may be changed by remaking the chosen weapon.

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Bushido - Passive
Fitting for a clan of samurai, the Nanjirou are ingrained with a code of honor and pride before they even learn to speak. Due to carrying within them the blood and spirit of their lineage, the failure of oneself is seen as the failure of one's ancestry; to be the cause of such shame is not an option to them. The more a Nanjirou is pressured, the more of their Ancestry awakens.

Rank 1: The user gains +0.5 to all Secondary stats each time they lose 30% of their Max Hp, capping at +1.5 Secondaries.
Rank 2: The user is treated as having the Hidden Power ability (This does not require an abilities slot).
Rank 3: The user gains +0.5 to all Secondary stats each time they lose 15% Hp of their Max Hp, capping at +2 to their secondaries. So they gain a bonus at 85%/70%/55%/40%. If the user elects to fill one of their ability slots with Hidden Power, the cap is increased to +3. So they gain a bonus at 85%/70%/55%/40%/25%/10%.

Note(s):
- If the user has Hidden Power granted for free by a source which is not Bushido then the user is counted as having filled one of their ability slots with it even though the ability is not currently taking up an ability slot.

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Wrath Seal - Activated Passive
The core of what separates a swordsman and a Nanjirou is their ties to their clan; the Nanjirou have the unique ability to invoke visions, emotions, and perhaps most importantly, techniques, of their predecessors. A misnomer, the Wrath Seal is a trance they enter that allows even a young Nanjirou to display advanced swordsmanship by channeling the power of an ancient grandmaster. This is no free power though; the trance is exhausting, and difficult to maintain during battle for an extended time.

Rank 1: Grants the user 1 Focus point upon activation and each round active. They may perform the Dancing Blade, Energy Slash and Vantage options.
Rank 2: Grants the user 2 Focus points upon activation and each round active. The user may now perform the Vorpal Edge option.
Rank 3: Grants the user 3 Focus points upon activation and each round active. The user may now perform the Lethality option.

One Focus point may be spent to add one of the following effects to a Slashing or Piercing attack;
  • Dancing Blade - The user may add +1 target to an attack. The user deals -10% damage for the remainder of the round; this stacks indefinitely each time used in the round.
  • Energy Slash - The attack does not count as Melee Contact.
  • Vantage - The user may attack a stealthed target that they failed an awareness check on at -5 accuracy.
  • Vorpal Edge - When Battoujutsu is used, it does not suffer from the damage penalty gained through the Dancing Blade or Uncanny Dodge Nanjirou skills.
  • Lethality - Doubles both the Critical buff limit and any Critical bonuses the user has, but halves the user's critical damage modifier.

Cost: 1 Ap to activate. 4% Max Cp/Rnd active

Notes:
- Unused Focus Points carry over to the next round, but cap out at a maximum of 5.
- Focus points modify an entire action, not just an individual hit.
- An attack may only be modified by a single Focus point (with the exception of a Spiritual Ancestral Weapon.)

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Iaijutsu Mastery - Bloodline Fighting Style
Through many years of training, the Nanjirou have developed a code: "Wherever we may be, we must be prepared." With this code in mind, they have developed a stance to adjust to every situation. Their sword is constantly sheathed, and they may quickly draw it and redraw it. There are a number of variations but any skilled Nanjirou will have their fearsome Battoujutsu at the ready.

Rank 1: Jigen-ryu -- The user's Piercing and Slashing Taijutsu attacks with their weapon while in this stance do +5% more damage.
Rank 2: Mugai-ryu -- Taijutsu attacks done with this style are modded 0.25 AP faster (costs are still paid in full).
Rank 3: Kensei-ryu -- The user takes +15% Damage from all sources, however their class Evasion stat is considered High.

Special Action - The user may choose to only select the "dodge attack to sheath weapon" effect of this style without any of the other effects. If so, this does not take up the user's physical style.

Cost: 0.5 AP to enter stance.

Note:
- At all ranks, upon dodging an attack the user may sheath their weapon for no cost. This is considered a Smart Action, and will be done automatically.
- Can be used with -Any- Slashing or Piercing Weapon.
- No attack can be modded as if they cost less than 0.5 AP.
- While in the Kensei fighting style, the Nanjirou's damage buff cap is reduced to +25%. Additionally, any "beyond the cap" damage buffs they have are halved.

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Battoujutsu - D Rank Buffing Taijutsu
The infamous quickdraw technique of the Nanjirou. In the hands of a Nanjirou a sheathed blade is more dangerous than a drawn one, and in the blink of an eye they can unsheathe and strike at their enemies. With few people outside of shinobi having the necessary reflexes to react, the Nanjirou became famed for their "one-hit kill" swordsmanship.

Rank 1: The user equips a Slashing or Piercing weapon and attacks with a Taijutsu; If the attack rolls a critical, the modifier is increased to x2.1 Critical damage.
Rank 2: The user equips a Slashing or Piercing weapon and attacks with a Taijutsu with +1 Critical range; If the attack rolls a critical, the modifier is increased to x2.2 Critical damage.
Rank 3: The user equips a Slashing or Piercing weapon and attacks with a Taijutsu with +2 Critical range; If the attack rolls a critical, the modifier is increased to x2.3 Critical damage.

Cost: No Ap; increases the Cp/HP cost of the attack used with this by +30%.

Note:
- The weapon must be sheathed at the start of this attack.
- This attack cannot benefit for critical attack bonus' from any other source (such as Human Anatomy) put it can be stacked with Nanjirou's Ancestral Weapon.
- This may be used with and gain bonus' from Nanjirou's Lethality.
- Smart Action - The user will automatically default to using Battoujutsu when attempting to attack with a sheathed weapon when possible.

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Temporized Slash - C Rank Bloodline Slashing/Piercing Taijutsu
When facing a Nanjirou, one should never let their guard down, even when they believe themselves to have the upperhand. A technique performed by sheathing their sword in invisible chakra and slashing, the Nanjirou seals the wound right away through the use of the chakra and causes it to go unnoticed by the victim until they choose to release the chakra and open the wound. Often seen involving the user passing by the enemy in an apparent miss...Until blood suddenly gushes from multiple wounds at once.

Rank 1: Deals 1170 damage at -1 Accuracy. Damage dealt by this technique may show up as either a miss or hidden action (user's choice).
Rank 2: Deals 1460 damage. Damage dealt by this technique may show up as either a miss or hidden action (user's choice). Additionally, the user may choose an additional attack used during the current round or the next to be modded similarly.
Rank 3: Deals 1825 damage at +1 Accuracy. Damage dealt by this technique may show up as either a miss or hidden action (user's choice). Additionally, the user may choose an additional 2 attacks used during the current round or the next to be modded similarly.

Cost:
Rank 1: 1.75 Ap, 350 Cp
Rank 2: 1.75 Ap, 420 Cp
Rank 3: 1.75 Ap, 480 Cp

Notes:
- Attacks chosen to be hidden/missed may only be Slashing or Piercing Taijutsu.
- Lasts until the end of the following round, at which point all 'stored' damage is dealt at once.
- A target cannot be affected by multiple uses of Temporized Slash at once. Being hit by this Jutsu while already affected releases any stored damage from the previous use.
- 'Stored' attacks make their initial to-hit check at the time of use as normal. However, damage is not dealt until the time it is 'released'.
- If a 'stored' attack inflicts an effect such as bleeding or a debuff, it is applied upon the initial hit as usual but is 'hidden' from the mod until stored damage is released.
- Attacks still break binds as usual, despite the damage not being applied at the time of the hit.

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Uncanny Dodge - C-Rank Bloodline Taijutsu
There are few people whose raw speed and reflex can rival that of a Nanjirou swordsmaster. Their swiftness can seem unnatural, as if aided by some jutsu effect or other influence, but it is simply the result of their willpower to endure their clan's intense physical conditioning.

Rank 1: Once used, the user will auto-dodge the next level E-B Jutsu that hits them. The user may use a single Special Action.
Rank 2: Once used, the user will auto-dodge the next level E-A Jutsu that hits them. The user may use a single Special Action.
Rank 3: Once used, the user will auto-dodge the next level E-A Jutsu that hits them. The user may use both Special Actions.

Special Action - Razor's Reflex: Requires Wrath Seal to be active. The Nanjirou may spend a Focus point when using Uncanny Dodge to make a basic melee attack against the attacker, dealing damage equal to 20% of the attack's intended damage.

Special Action - Hidden Warrior: By paying 0.5 additional AP at the time (not at cast) the attack is auto-dodged, the Nanjirou may attempt to enter stealth at -1 stealth bonus.

Cost: 1 Ap; Cp equal to 30% of the triggering attack (CP cost is paid upon the triggering attack but the AP is paid on cast).

Note:
- This cannot be used reflexively. This must be cast before the attack they attempt to auto-dodge.
- This is an activated auto-dodge.
- May only be used once per round, even if Acrobatics is an owned ability.
- May use both special actions at rank 3, and only a single one at rank 2.
- After usage, the Nanjirou deals -20% damage for the remainder of the round.

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Sword Trance - B-Rank Bloodline Buffing Taijutsu
Calling forth the spirits of their ancestors, the Nanjirou manifests their willpower and soul in a form of living blade that dances around them. To the eyes of a stranger, they would appear like gleaming steel that appeared out of thin air but for the Nanjirou, each and every single blade was once a part of their living bloodline, aiding them in their techniques - refining them with their wisdom.

Effect: The user generates a certain amount of Living Blades each round and the user may choose to expend 1 Living Blade into their Basic Attack, offensive Bloodline Technique or Slashing/Piercing Taijutsu to grant it an additional effect. If the user is equipped with their Ancestral Weapon at the time of cast, the Living Blade user gains the effect under their weapon's Alignment instead.
  • Base - Attacks done with a Living Blade gains it +2 Accuracy.
  • Spiritual - Attacks done with a Living Blade uses the target's Genjutsu Save instead of their usual Dodge in the roll, and may perform a single Wrath Seal action without requiring a focus point.
  • Holy - Attacks done with a Living Blade recovers the user's health by 175 / 275 / 400 / 550 / 675, scaling from the user's Out of Character Rank (D / C / B / A / S).
  • Cursed - Attacks done with a Living Blade will siphon 1% of the target's maximum Health and adds it to the user's Bloodlust Pool.
Rank 1: Generates 2 Living Blades.
Rank 2: Generates 3 Living Blades.
Rank 3: Generates 4 Living Blades.

Cost: 2.25 AP and 1% max HP to activate, 1% max HP/round to maintain.

Notes:
- Lasts for 3 rounds and has a round cooldown after the end of the duration.
- The user can only hold up to 6 Living Blades at a time.
- The Light/Dark versions do not stack if used with an attack hitting multiple targets at once. Light will only heal the user once per attack, and the Dark variant will only add the highest damage dealt amount to the user's Bloodlust Pool.

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Crescent Arc - B-Rank Bloodline Slashing/Piercing Taijutsu
The Nanjirou's mastery over their body is paralleled by the mastery they have over their own mind. Able to feel their own bodily energies they are able to harness their spiritual wrath tangibly. They release an arc of energy from their sword from afar. This pure energy is disruptive to the chakra coils in their opponent, often exhausting their adversaries long before they achieve victory.

Rank 1: The user strikes once dealing 825 Taijutsu damage and an additional 825 chakra damage.
Rank 2: The user strikes once dealing 980 Taijutsu damage at +1 Accuracy and an additional 980 chakra damage.
Rank 3: The user strikes once dealing 1,165 Taijutsu damage at +2 Accuracy and an additional 1,165 chakra damage.

Special Action: For -1 to the attack's accuracy this attack may target a second target. This may stack up to three times.

Cost:
Rank 1: 2.25 Ap, 655 Cp
Rank 2: 2.25 Ap, 780 Cp
Rank 3: 2.25 Ap, 885 Cp

Notes:
- Can be used with Melee or Ranged Accuracy.
- If used with Ranged Accuracy, this attack has a second chance to hit if the initial use was a miss; this can only occur once per round. This energy strike deals 80% normal damage at -3 Accuracy.

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Tsubame Gaeshi - A-Rank Bloodline Slashing/Piercing Taijutsu
In a single decisive strike fabled to never miss, a Nanjirou can take down a weakened foe. The voices from their ancestors call out the them and some say that they can see the face of these ancient warriors in place of the man living this day or that their hands guide the blade of their descendant. The strike is the pinnacle of swordsmanship, and so powerful it cleanly splits solid stone.

Rank 1: At + 3 accuracy the Nanjirou attempts to strike down a single target dealing 2650 damage. This attack cannot target a clone or an unintended target.
Rank 2: At + 3 accuracy the Nanjirou attempts to strike down a single target dealing 3050 damage. This attack cannot target a clone or an unintended target and cannot be auto-dodged.
Rank 3: At + 3 accuracy the Nanjirou attempts to strike down a single target dealing 3505 damage. This attack cannot target a clone or an unintended target, cannot be auto-dodged and can target an opponent in stealth as if they were regularly targeting an opponent (but this is done at -3 accuracy).

Cost:
Rank 1: 2.75 Ap, 1400 Cp
Rank 2: 2.75 Ap, 1750 Cp
Rank 3: 2.75 Ap, 2100 Cp

Notes:
- May only be used once per round.
- If the opponent was in stealth when they were hit with this attack, this attack does not take them out of stealth but they would take the full damage of this attack.

Weapon(s):
Weapons Galore purchase link: (If bought)
[X] = Augment doesn't take up a slot via the Versatile Arms Ability.

[X] = Augment doesn't take up a slot via the Versatile Arms Ability.
[/list]

Equipment:

Curse Seal(s):
Cursed Seal RP Thread: From Where I Stand: Sharing My Strength
Cursed Seal - Regenerate 8% Max CP per round, but cannot recover CP through any other method while the Cursed Seal is active.

Cursed Seal - Stage 2 (Heaven) - +2 All secondaries, +10% All Damage types, all chakra costs -10% and CP/HP cost of Stage 2 is increased to 12 per round.

Contracts:
Contract name:
Contract Approval link:

  • <Insert Class Name>
  • HP: (Creature's Mod 1 + User's Level) x User's Chakra Control
  • CP: (Creature's Mod 2 + User's Level) x User's Chakra Control
  • Class Bonus:
  • High:
  • Average:
  • Low:
Jutsu Sub-types:
1.
2.
3.
Jutsu List: (unlocked based on your summons rank.
4 E-Rank:
4 D-Rank:
4 C-Rank:
4 B-Rank:
6 A-Rank:
Abilities:
1.
2.(Unlocked at B-rank)
3.(Unlocked at S-rank)
Specialized Ability:
(paste code found under your contract's information here)

Kinjutsu:
Kinjutsu Name:Abomination
Kinjutsu Approval Link: Approval
Kinjutsu path(s) Approval links:
Abomination
AB.jpg

Kinjutsu Approval
Roleplay:Metamorphosis [Ft. Keniwa & Aria]
Cursed Seals have long been seen as a dark practice due to their destruction of their host's body, but power-at-any-cost comes appealing to many. Occasionally, there are those who's bodies have an unnatural affinity to the Curse Seal, and rather than break down under a Seal's power merge with it in a form of symbiosis that mutates their own body. The original seal is little more than a birthmark at this point, with the true affects of the seal becoming a 'natural' bodily function to them. Demon, mutant, oni, monster...there are many names for them, but this new power and body-reshaping abilities lead them to be seen as an Abomination.

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

Effects:
- The user gains access to the Cursed Seal Ability and will not take up a slot. If the user already has the ability upon gaining Abomination, the Cursed Seal Ability will no longer take up a slot.
- CP Modifier Reduction from Cursed Seal is halved, the user only losing 2 Max CP Modifier every 10 seconds. The user slowly regains their lost CP Modifiers by 2 every 10 seconds inactive.
- HP/CP Modifier Reduction from Stage 2 Cursed Seals is lowered by 4. The user slowly regains their lost HP/CP Modifiers by 1 every 10 seconds inactive.
- The User's Cursed Seal activates in 0 seconds.
-The User may activate Cursed Seal: Stage 2 after having their Base Cursed Seal active for 5 seconds.
-The user may re-activate their Cursed Seal in battle but has a 5-second cooldown upon deactivation.
-The user may re-activate their Cursed Seal: Stage 2 in battle but it requires a 10-second cooldown after it deactivates.
- This Kinjutsu, all of its techniques, and its user are considered Cursed

- Abomination's active techniques (Metamorph, Chrysalis and Malevolent Annihilation) has a unique Mutation mechanic which modifies/adds bonuses to the said technique each time it reaches a new stage of Mutation. Each technique has its own unique Mutation Condition found beneath it.

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Adaptive Mutation - Kinjutsu Ability
AB4.jpg

Ability/Jutsu Description
Purchase Link
An Abomination's mutation is not limited to that of their own body but to the extent of their capability. Instinctively releasing enzymes to fuel their Cursed Seal in order to adapt to any given situation. This trait makes Abominations a dangerous threat in prolonged combat, merely increasing in power as well as resilience against attacks overtime.

Information
Prerequisites: Abomination

Effect: If the user initially loses 10% of their maximum Health, they gain +2 Custom Class Points in which they may apply to their current Custom Class at the start of the following round. Each time they lose 10% of their maximum Health after the first, they only gain +1 Custom Class Point.

Note:
- Does not take an Ability Slot
- The user -must- state what these points should be used for at this time and failure to do so will result to lost of said points for the remainder of battle.
- The user may only spend their Custom Class Points from Adaptive Mutation from bonuses of 3 Points and below (with the exception of +1 Inventory not being a valid option).
- Recovering health and receiving damage does not take away bonuses from this ability, nor does it allow the user to re-obtain Custom Class Points for Max HP thresholds they have already gotten the points for.

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Viral Affliction - Kinjutsu Ability
AB2.jpg

Ability/Jutsu Description
Purchase Link
The body of the Abomination is naturally receptive to the taint of a Curse Seal and embraces it in a unique way through their mutations. The same cannot be said for others though; coming into contact or even just being around an Abomination comes with the risk of being infected by their ever-mutating genetics, infecting others like a plague. Even other Abomination are not immune to the unique traits of each other.

Information
Prerequisites: Abomination

Effect: Each round, up to two random opponents in the battle must make a check against the user, failing this check causes the target(s) to suffer from half of the opposite effects of the user's Cursed Seal for the round. If the target fails the check twice in a row and every round after, they suffer from the full opposite effects of the user's Cursed Seal for the round.

Special Action - Plague Affliction: At the end of the round, the user may choose to increase their Cursed Seal's CP Mod penalty by an additional 2 mod points for the following round; doing so grants the user +2 to their next check(s) and it will apply to all opponents in battle.

Notes:
- Does not take an Ability Slot
- Requires the user to have their Cursed Seal active.
- The user must declare which accuracy to use upon activating both their Cursed Seal and Viral Affliction, either be Melee Accuracy, Ranged Accuracy, Ninjutsu Accuracy or Genjutsu Difficulty.
- If the user has "1 Free basic attack per round" for their Cursed Seal bonus, this forces a target to perform a Basic Attack at the start of each round. All costs are paid as normal. If the target is not equipped with a weapon, they will still perform a Basic Attack with Unarmed Damage at normal Damage Modifier and Accuracy.
- If the user has "+1 Inventory slot" for their Cursed Seal bonus, a random item in the target's inventory will be disabled for the round and cannot be used.
- If the user has "+5% Sneak attack chance" for their Curse Seal bonus, this causes any sneak attacks performed by the victim to be modded as normal attacks.
- If the user has the "Ignore 1 point of debuff" option, the victim suffers a random point of debuff for the round.
- If the user has any of the 4 point 'special' options from the Curse Seal ability, those are not 'reversed and transferred' by this ability. In this case, the user may choose a different penalty equal to 4 points to be used in its place.

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Metamorph - B-Rank Taijutsu
RHLHyLG.png

Ability/Jutsu Description
Purchase Link (M)
One of the most known abilities of an Abomination, this is perhaps the skill that have forever labeled them as monsters to the majority of the world. As their Curse seals have been broken down into enzymes within their body, they can undergo spontaneous physical mutations during the activation of their seal. What this change, or how it effects them, is often different from on Abomination to the next.

Information
Prerequisites: Abomination, B-Rank

Effect: Upon use, the user chooses 1 Augment in their inventory (not in their weapon) and creates a Metamorph with it in the user's body. While the Metamorph is active, the chosen augment is applied to the user directly and affects all attacks made by the user (not just Taijutsu). The Metamorph limb is destroyed upon reaching Sprained Called Shot penalty.

Rank1: Allows access to First Mutation.
Mastered: Allows access to Second Mutation.

Mutation Condition: While Metamorph is active and is in its Base Effect or First Mutation, every next round will cause it to evolve to the next Mutation.
  • First Mutation: The Metamorph limb is destroyed upon reaching Fractured Called Shot penalty.
  • Second Mutation: The Metamorph limb is destroyed upon reaching Broken Called Shot penalty.
  • Final Mutation: May add an additional Augment for a maximum of 2 to their Metamorph limb as well ignore the first 2 successful Called Shot penalty inflicted on it.

Cost: 2.25 AP, 545 Chakra and 275 Chakra per round.

Note:
- Requires Cursed Seal active.
- If at any point a Mutated Metamorph is destroyed, it will revert back to its previous Mutation the next time it is used. This does not apply when it reaches Final Mutation nor will it apply when it is already as its First Mutation.
- The Metamorph is treated as a valid Called Shot target for all intents and purposes, and may be damaged and healed following the same rules.
- There is a 2-round cooldown if the Metamorphis destroyed through Called Shot and a round cooldown if Metamorph is no longer maintained.

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Chrysalis - B-Rank Ninjutsu
kywE2Ix.png

Ability/Jutsu Description
Purchase Link (M)
Forcing a unique mutation in their body, the Abomination wraps themselves with their own flesh and with the strength of their Cursed Seal, reinforces the outer layer of to the point it becomes harder than steel. From within, the Abomination allows themselves to recover and re-organize their genetic makeup within the safety of their shell before unleashing a fully energized attack upon emerging.

Information
Prerequisites: Abomination, B-Rank

Effect: The user creates a barrier around themselves with Health equal to 40% of their current Health + 10% of their current Chakra for a full round. While active, the user is considered Resting; upon successfully maintaining the barrier for a full round, the user emerges with the Health they initially had upon activating Chrysalis in addition to any benefit gained through Resting.

Rank 1: Grants access to First Mutation.
Mastered: Grants access to Second Mutation.

Mutation Condition: Each time Chrysalis is used while it is in Base or First Mutation, regardless if it was destroyed or was successful, the next time Chrysalis is used it will evolve to its next Mutation.
  • First Mutation: Barrier gains +15% Damage Reduction while active.
  • Second Mutation: Barrier Health is now equal to 45% of their current Health + 15% of their current Chakra
  • Final Mutation: May be used an additional time in battle.

Cost: 2.5 AP and 30% of the Barrier's Health as Chakra Cost.

Notes:
- Requires Cursed Seal active and does not require handseals.
- The user's Cursed Seal will not lower their CP Mod for the round Chrysalis was used.
- While Chrysalis is active, the user cannot perform any actions but can maintain Chrysalis and any other effects that has been active prior to Chrysalis. If the user is equipped with a weapon, it is not dropped.
- Damage from passive effects applied to them prior to using Chrysalis (e.g Bleeding, Burn, etc) is temporarily halted while Chrysalis is active, and resumes thereafter.
- May only be used once every other round and twice per battle. If used, regardless at which point Chrysalis is used, it will be modded as the first action of the round, overriding all priorities.
- The barrier created from Chrysalis cannot be affected by techniques that may automatically destroy or bypass it. It can only be destroyed if the Barrier's Health drops to 0.
- If at any point the Chrysalis is destroyed (reducing the Barrier's Health to 0) before it completes a full round, the user will only receive resting bonuses for the amount of time up to that point, and recieves the maximum amount of Suppression.

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Malevolent Annihilation - A-Rank Ninjutsu
2QQsgf2.png

Ability/Jutsu Description
Purchase Link
One of the most destructive techniques in the Abominations repertoire, this technique transforms their body into a hellish and gruesome form, shifting and twisting their own body and skin to create cannon-like openings to their insides. After transforming their bodies, the Abomination then builds up a dangerous portion of their chakra, before unleashing it as a huge wave of energy filled with their own genetic signature in the immediate vicinity, inflicting their very own disease if one has survived from the initial blast.

Information
Prerequisites: Abomination, A-Rank

Effect: Deals 4840 damage to up to 2 targets at -2 Accuracy. Upon successful hit, the target must make a check against the user; failing this check causes them to automatically receive the effects of Viral Affliction.

Rank 1: Grants access to First Mutation.
Mastered: Grants access to Second Mutation.

Mutation Condition: Every use of Malevolent Annihilation evolves it to the next Mutation.
  • First Mutation: If used upon a target already affected by Viral Affliction, the effect may stack a single time.
  • Second Mutation: Malevolent Annihilation may target an additional target.
  • Final Mutation: Targets chosen for Malevolent Annihilation must make a check against Viral Affliction even if they successfully dodged the attack.

Cost: 3 AP and 2,420 Chakra

Note:
- May only be used once round.
- Requires Cursed Seal active and does not require handseals.
- Must use either Melee Accuracy, Ranged Accuracy, Ninjutsu Accuracy or Genjutsu Difficulty for the purpose of both Accuracy and Check. Does not require handseals.

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Virulence - S-Rank Ninjutsu
AB7.jpg

Ability/Jutsu Description
Purchase Link
An Abomination's body constantly changes, both externally and internally, their genetic makeup slowly twisting and turning, mutating to the next level of power albeit in a slower pace allowing them to remain in control. Though the Abomination always has a dark and destructive technique that allows them to manually cause this changes in a blink of an eye, drastically increasing their power and potential.

Information
Prerequisites: Abomination, S-Rank

Master Rank: Evolves all Abomination Techniques that are currently in the Second Mutation to Final Mutation. This refreshes all cooldown on the Abomination's Viral Affliction, Abomination Techniques and Jutsus. Additionally, the user may chain either Metamorph, Chrysalis or Malevolent Annihilation for -0.5 AP Cost after Virulence.

Cost: 2 AP, 2750 CP

Note:
- May only be used once every other round.
- This will only evolve Abomination Techniques that are in Second Mutation. If an Abomination Technique has reached Second Mutation after Virulence is used, Virulence has to be used once more to evolve the technique to its Final Mutation.
- Refresh allows Abomination Techniques and Jutsus that are usually limited to once per round or once every other round to be used once more in the given round Virulence is used.
- Refresh also applies to Viral Affliction, triggering it once more during the round.
- Refresh does not allow once per battle Jutsus to be used again nor does it apply to Virulence itself.

Requesting a Minor Affinity to Non-Elemental with these 18 Mastered Jutsus:

Approved
 
Dojo Code:

  • <木ノ葉の黒鬼 Konoha no Kuroki (Black Demon of the Leaf)>
    HP: (60+lvl) x stamina
    CP: (40+lvl) x chakra control
    Class Bonus: Kinjutsu Option, +10% Chance of inflicting Bleeding
    High: Melee Accuracy
    Average: Genjutsu Save, Dodge, Genjutsu DC
    Low: Ranged Accuracy, Ninjutsu Accuracy
  • Character class approval: N/A
  • Class point card ASP purchase: N/A
Abilities:
1. Quickdraw
Roleplay: Every Ninja Walks On Water

2. Calm Mind
Roleplay: Every Ninja Walks On Water

3. Healing Factor
Roleplay: Every Ninja Walks On Water

4. Initiative
Roleplay: [Examination] Team Red

5. Fearless
Roleplay: Keni vs Mitsuha [Spectator Thread]

6. Versatile Arms
Roleplay: A Molten Core

7. Cursed Seal - Stage 2 (Heaven)
Additional Cursed Seal RP Post (for Stage 2): From Where I Stand: Sharing My Strength (My 3rd Post)

8. Alignment Focus (Cursed)
Roleplay: A Molten Core

9. KINJUTSU

10. KINJUTSU

11. KINJUTSU

Fire - Chakra Style
Roleplay (Purchase): The Winds of Change: Soul Resonance

Shinobi 101 (Kinesis Ninjutsu uses Melee Accuracy)

Free Abilities (from Bloodline/Kinjutsu):
Hidden Power - Bushido (Bloodline Passive, Rank 2)
Cursed Seal - Abomination (Kinjutsu) - Regenerate 8% Max CP per round, but cannot recover CP through any other method while the Cursed Seal is active.

Core Ability/Bloodline:
Nanjirou
Current Power Level: 2350
Approved In Character Creation
Nanjirou
Nanjirou.jpg

A distinct clan of samurai that has been the source of some of the greatest swordmasters throughout the land. Renown for the lethal finesse they display in their sword fighting with some of the most ancient blades, a Nanjirou is said to come of age only when their ancestry awakens within them; gifting them with spiritual link to their ancestors that can be evoked to display advanced techniques honed through generations of experience.

Note: All techniques and buffs from this Bloodline are considered Spiritual/Dark/Light based on their Ancestral Weapon.

084 PL - Ancestral Weapon (Rank One)/Bushido (Rank One)
168 PL - Wrath Seal (Rank One)
252 PL - Iaijutsu Mastery (Rank One)
336 PL - Battoujutsu (Rank One)
420 PL - Ancestral Weapon (Rank Two)
504 PL - Iaijutsu Mastery (Rank Two)
588 PL - Bushido (Rank Two) / Temporized Slash (Rank One)
672 PL - Wrath Seal (Rank Two) / Uncanny Dodge (Rank One)
756 PL - Ancestral Weapon (Rank Three) / Battoujutsu (Rank Two)
840 PL - Iaijutsu Mastery (Rank Three) / Temporized Slash (Rank Two)
924 PL - Uncanny Dodge (Rank Two)
1008 PL - Wrath Seal (Rank Three) / Temporized Slash (Rank Three)
1092 PL - Bushido (Rank Three) / Uncanny Dodge (Rank Three)
1176 PL - Battoujutsu (Rank Three)
1260 PL - Sword Trance (Rank One)
1344 PL - Crescent Arc (Rank One)
1428 PL - Sword Trance (Rank Two)
1512 PL - Tsubame Gaeshi (Rank One)
1596 PL - Sword Trance (Rank Three) / Crescent Arc (Rank Two)
1680 PL - Crescent Arc (Rank Three) / Tsubame Gaeshi (Rank Two)
1764 PL - Tsubame Gaeshi (Rank Three)

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Ancestral Weapon - Passive
The Nanjirou believe that the best ending to their life is to be as they lived; paired with a blade. Their remains are used in the forging and reforging of blades both new and old, quite literally infusing a part of them into their swords. It is for this reason that their are a myriad of unique weapons in the clan, each with their own history and displaying traits of those who came before. Many blades have a spirit within of one of their ancestors that serves as a guide to the Nanjirou as they live their life and grow in power.

Rank 1: Upon gaining this bloodline the user must designate a single Slashing or Piercing weapon as their Ancestral Weapon. Attacks made with this weapon gain one of the following alignments and the associated effect;
  • Spiritual Twice per round, the user may perform two Wrath Seal actions to the same attack with this weapon. Both require a focus point.
  • Holy The weapon protects the user against the first 175/275/400/550/675 damage that hits the wielder each round, increasing with the user's out of character rank D/C/B/A/S.
  • Cursed Each round the user's Ancestral Weapon siphons 1% of their maximum health into a special Bloodlust Pool. Whenever the user performs a Taijutsu with their Ancestral Weapon, for free, they may choose to spend Bloodlust as well which increases the base damage of their attack by an equal amount to a maximum of +500 Base Damage.
    • The Bloodlust Pool has no maximum cap and cannot be affected in any form other than spending or adding Bloodlust.
Rank 2: The Ancestral Weapon gains +1 Critical.
Rank 3: Critical bonus from Rank 2 no longer applies to caps.

Note:
- The user may only have a single Ancestral Weapon.
- The flavor regarding having an ancestral spirit within the weapon is still subject to the ghost NPC rules.
- The Ancestral Weapon must be stated in their Dojo thread. It and its alignment may be changed by remaking the chosen weapon.

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Bushido - Passive
Fitting for a clan of samurai, the Nanjirou are ingrained with a code of honor and pride before they even learn to speak. Due to carrying within them the blood and spirit of their lineage, the failure of oneself is seen as the failure of one's ancestry; to be the cause of such shame is not an option to them. The more a Nanjirou is pressured, the more of their Ancestry awakens.

Rank 1: The user gains +0.5 to all Secondary stats each time they lose 30% of their Max Hp, capping at +1.5 Secondaries.
Rank 2: The user is treated as having the Hidden Power ability (This does not require an abilities slot).
Rank 3: The user gains +0.5 to all Secondary stats each time they lose 15% Hp of their Max Hp, capping at +2 to their secondaries. So they gain a bonus at 85%/70%/55%/40%. If the user elects to fill one of their ability slots with Hidden Power, the cap is increased to +3. So they gain a bonus at 85%/70%/55%/40%/25%/10%.

Note(s):
- If the user has Hidden Power granted for free by a source which is not Bushido then the user is counted as having filled one of their ability slots with it even though the ability is not currently taking up an ability slot.

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Wrath Seal - Activated Passive
The core of what separates a swordsman and a Nanjirou is their ties to their clan; the Nanjirou have the unique ability to invoke visions, emotions, and perhaps most importantly, techniques, of their predecessors. A misnomer, the Wrath Seal is a trance they enter that allows even a young Nanjirou to display advanced swordsmanship by channeling the power of an ancient grandmaster. This is no free power though; the trance is exhausting, and difficult to maintain during battle for an extended time.

Rank 1: Grants the user 1 Focus point upon activation and each round active. They may perform the Dancing Blade, Energy Slash and Vantage options.
Rank 2: Grants the user 2 Focus points upon activation and each round active. The user may now perform the Vorpal Edge option.
Rank 3: Grants the user 3 Focus points upon activation and each round active. The user may now perform the Lethality option.

One Focus point may be spent to add one of the following effects to a Slashing or Piercing attack;
  • Dancing Blade - The user may add +1 target to an attack. The user deals -10% damage for the remainder of the round; this stacks indefinitely each time used in the round.
  • Energy Slash - The attack does not count as Melee Contact.
  • Vantage - The user may attack a stealthed target that they failed an awareness check on at -5 accuracy.
  • Vorpal Edge - When Battoujutsu is used, it does not suffer from the damage penalty gained through the Dancing Blade or Uncanny Dodge Nanjirou skills.
  • Lethality - Doubles both the Critical buff limit and any Critical bonuses the user has, but halves the user's critical damage modifier.

Cost: 1 Ap to activate. 4% Max Cp/Rnd active

Notes:
- Unused Focus Points carry over to the next round, but cap out at a maximum of 5.
- Focus points modify an entire action, not just an individual hit.
- An attack may only be modified by a single Focus point (with the exception of a Spiritual Ancestral Weapon.)

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Iaijutsu Mastery - Bloodline Fighting Style
Through many years of training, the Nanjirou have developed a code: "Wherever we may be, we must be prepared." With this code in mind, they have developed a stance to adjust to every situation. Their sword is constantly sheathed, and they may quickly draw it and redraw it. There are a number of variations but any skilled Nanjirou will have their fearsome Battoujutsu at the ready.

Rank 1: Jigen-ryu -- The user's Piercing and Slashing Taijutsu attacks with their weapon while in this stance do +5% more damage.
Rank 2: Mugai-ryu -- Taijutsu attacks done with this style are modded 0.25 AP faster (costs are still paid in full).
Rank 3: Kensei-ryu -- The user takes +15% Damage from all sources, however their class Evasion stat is considered High.

Special Action - The user may choose to only select the "dodge attack to sheath weapon" effect of this style without any of the other effects. If so, this does not take up the user's physical style.

Cost: 0.5 AP to enter stance.

Note:
- At all ranks, upon dodging an attack the user may sheath their weapon for no cost. This is considered a Smart Action, and will be done automatically.
- Can be used with -Any- Slashing or Piercing Weapon.
- No attack can be modded as if they cost less than 0.5 AP.
- While in the Kensei fighting style, the Nanjirou's damage buff cap is reduced to +25%. Additionally, any "beyond the cap" damage buffs they have are halved.

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Battoujutsu - D Rank Buffing Taijutsu
The infamous quickdraw technique of the Nanjirou. In the hands of a Nanjirou a sheathed blade is more dangerous than a drawn one, and in the blink of an eye they can unsheathe and strike at their enemies. With few people outside of shinobi having the necessary reflexes to react, the Nanjirou became famed for their "one-hit kill" swordsmanship.

Rank 1: The user equips a Slashing or Piercing weapon and attacks with a Taijutsu; If the attack rolls a critical, the modifier is increased to x2.1 Critical damage.
Rank 2: The user equips a Slashing or Piercing weapon and attacks with a Taijutsu with +1 Critical range; If the attack rolls a critical, the modifier is increased to x2.2 Critical damage.
Rank 3: The user equips a Slashing or Piercing weapon and attacks with a Taijutsu with +2 Critical range; If the attack rolls a critical, the modifier is increased to x2.3 Critical damage.

Cost: No Ap; increases the Cp/HP cost of the attack used with this by +30%.

Note:
- The weapon must be sheathed at the start of this attack.
- This attack cannot benefit for critical attack bonus' from any other source (such as Human Anatomy) put it can be stacked with Nanjirou's Ancestral Weapon.
- This may be used with and gain bonus' from Nanjirou's Lethality.
- Smart Action - The user will automatically default to using Battoujutsu when attempting to attack with a sheathed weapon when possible.

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Temporized Slash - C Rank Bloodline Slashing/Piercing Taijutsu
When facing a Nanjirou, one should never let their guard down, even when they believe themselves to have the upperhand. A technique performed by sheathing their sword in invisible chakra and slashing, the Nanjirou seals the wound right away through the use of the chakra and causes it to go unnoticed by the victim until they choose to release the chakra and open the wound. Often seen involving the user passing by the enemy in an apparent miss...Until blood suddenly gushes from multiple wounds at once.

Rank 1: Deals 1170 damage at -1 Accuracy. Damage dealt by this technique may show up as either a miss or hidden action (user's choice).
Rank 2: Deals 1460 damage. Damage dealt by this technique may show up as either a miss or hidden action (user's choice). Additionally, the user may choose an additional attack used during the current round or the next to be modded similarly.
Rank 3: Deals 1825 damage at +1 Accuracy. Damage dealt by this technique may show up as either a miss or hidden action (user's choice). Additionally, the user may choose an additional 2 attacks used during the current round or the next to be modded similarly.

Cost:
Rank 1: 1.75 Ap, 350 Cp
Rank 2: 1.75 Ap, 420 Cp
Rank 3: 1.75 Ap, 480 Cp

Notes:
- Attacks chosen to be hidden/missed may only be Slashing or Piercing Taijutsu.
- Lasts until the end of the following round, at which point all 'stored' damage is dealt at once.
- A target cannot be affected by multiple uses of Temporized Slash at once. Being hit by this Jutsu while already affected releases any stored damage from the previous use.
- 'Stored' attacks make their initial to-hit check at the time of use as normal. However, damage is not dealt until the time it is 'released'.
- If a 'stored' attack inflicts an effect such as bleeding or a debuff, it is applied upon the initial hit as usual but is 'hidden' from the mod until stored damage is released.
- Attacks still break binds as usual, despite the damage not being applied at the time of the hit.

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Uncanny Dodge - C-Rank Bloodline Taijutsu
There are few people whose raw speed and reflex can rival that of a Nanjirou swordsmaster. Their swiftness can seem unnatural, as if aided by some jutsu effect or other influence, but it is simply the result of their willpower to endure their clan's intense physical conditioning.

Rank 1: Once used, the user will auto-dodge the next level E-B Jutsu that hits them. The user may use a single Special Action.
Rank 2: Once used, the user will auto-dodge the next level E-A Jutsu that hits them. The user may use a single Special Action.
Rank 3: Once used, the user will auto-dodge the next level E-A Jutsu that hits them. The user may use both Special Actions.

Special Action - Razor's Reflex: Requires Wrath Seal to be active. The Nanjirou may spend a Focus point when using Uncanny Dodge to make a basic melee attack against the attacker, dealing damage equal to 20% of the attack's intended damage.

Special Action - Hidden Warrior: By paying 0.5 additional AP at the time (not at cast) the attack is auto-dodged, the Nanjirou may attempt to enter stealth at -1 stealth bonus.

Cost: 1 Ap; Cp equal to 30% of the triggering attack (CP cost is paid upon the triggering attack but the AP is paid on cast).

Note:
- This cannot be used reflexively. This must be cast before the attack they attempt to auto-dodge.
- This is an activated auto-dodge.
- May only be used once per round, even if Acrobatics is an owned ability.
- May use both special actions at rank 3, and only a single one at rank 2.
- After usage, the Nanjirou deals -20% damage for the remainder of the round.

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Sword Trance - B-Rank Bloodline Buffing Taijutsu
Calling forth the spirits of their ancestors, the Nanjirou manifests their willpower and soul in a form of living blade that dances around them. To the eyes of a stranger, they would appear like gleaming steel that appeared out of thin air but for the Nanjirou, each and every single blade was once a part of their living bloodline, aiding them in their techniques - refining them with their wisdom.

Effect: The user generates a certain amount of Living Blades each round and the user may choose to expend 1 Living Blade into their Basic Attack, offensive Bloodline Technique or Slashing/Piercing Taijutsu to grant it an additional effect. If the user is equipped with their Ancestral Weapon at the time of cast, the Living Blade user gains the effect under their weapon's Alignment instead.
  • Base - Attacks done with a Living Blade gains it +2 Accuracy.
  • Spiritual - Attacks done with a Living Blade uses the target's Genjutsu Save instead of their usual Dodge in the roll, and may perform a single Wrath Seal action without requiring a focus point.
  • Holy - Attacks done with a Living Blade recovers the user's health by 175 / 275 / 400 / 550 / 675, scaling from the user's Out of Character Rank (D / C / B / A / S).
  • Cursed - Attacks done with a Living Blade will siphon 1% of the target's maximum Health and adds it to the user's Bloodlust Pool.
Rank 1: Generates 2 Living Blades.
Rank 2: Generates 3 Living Blades.
Rank 3: Generates 4 Living Blades.

Cost: 2.25 AP and 1% max HP to activate, 1% max HP/round to maintain.

Notes:
- Lasts for 3 rounds and has a round cooldown after the end of the duration.
- The user can only hold up to 6 Living Blades at a time.
- The Light/Dark versions do not stack if used with an attack hitting multiple targets at once. Light will only heal the user once per attack, and the Dark variant will only add the highest damage dealt amount to the user's Bloodlust Pool.

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Crescent Arc - B-Rank Bloodline Slashing/Piercing Taijutsu
The Nanjirou's mastery over their body is paralleled by the mastery they have over their own mind. Able to feel their own bodily energies they are able to harness their spiritual wrath tangibly. They release an arc of energy from their sword from afar. This pure energy is disruptive to the chakra coils in their opponent, often exhausting their adversaries long before they achieve victory.

Rank 1: The user strikes once dealing 825 Taijutsu damage and an additional 825 chakra damage.
Rank 2: The user strikes once dealing 980 Taijutsu damage at +1 Accuracy and an additional 980 chakra damage.
Rank 3: The user strikes once dealing 1,165 Taijutsu damage at +2 Accuracy and an additional 1,165 chakra damage.

Special Action: For -1 to the attack's accuracy this attack may target a second target. This may stack up to three times.

Cost:
Rank 1: 2.25 Ap, 655 Cp
Rank 2: 2.25 Ap, 780 Cp
Rank 3: 2.25 Ap, 885 Cp

Notes:
- Can be used with Melee or Ranged Accuracy.
- If used with Ranged Accuracy, this attack has a second chance to hit if the initial use was a miss; this can only occur once per round. This energy strike deals 80% normal damage at -3 Accuracy.

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Tsubame Gaeshi - A-Rank Bloodline Slashing/Piercing Taijutsu
In a single decisive strike fabled to never miss, a Nanjirou can take down a weakened foe. The voices from their ancestors call out the them and some say that they can see the face of these ancient warriors in place of the man living this day or that their hands guide the blade of their descendant. The strike is the pinnacle of swordsmanship, and so powerful it cleanly splits solid stone.

Rank 1: At + 3 accuracy the Nanjirou attempts to strike down a single target dealing 2650 damage. This attack cannot target a clone or an unintended target.
Rank 2: At + 3 accuracy the Nanjirou attempts to strike down a single target dealing 3050 damage. This attack cannot target a clone or an unintended target and cannot be auto-dodged.
Rank 3: At + 3 accuracy the Nanjirou attempts to strike down a single target dealing 3505 damage. This attack cannot target a clone or an unintended target, cannot be auto-dodged and can target an opponent in stealth as if they were regularly targeting an opponent (but this is done at -3 accuracy).

Cost:
Rank 1: 2.75 Ap, 1400 Cp
Rank 2: 2.75 Ap, 1750 Cp
Rank 3: 2.75 Ap, 2100 Cp

Notes:
- May only be used once per round.
- If the opponent was in stealth when they were hit with this attack, this attack does not take them out of stealth but they would take the full damage of this attack.

Weapon(s):
Weapons Galore purchase link: (If bought)
[X] = Augment doesn't take up a slot via the Versatile Arms Ability.

[X] = Augment doesn't take up a slot via the Versatile Arms Ability.
[/list]

Equipment:

Curse Seal(s):
Cursed Seal RP Thread: From Where I Stand: Sharing My Strength
Cursed Seal - Regenerate 8% Max CP per round, but cannot recover CP through any other method while the Cursed Seal is active.

Cursed Seal - Stage 2 (Heaven) - +2 All secondaries, +10% All Damage types, all chakra costs -10% and CP/HP cost of Stage 2 is increased to 12 per round.

Contracts:
Contract name:
Contract Approval link:

  • <Insert Class Name>
  • HP: (Creature's Mod 1 + User's Level) x User's Chakra Control
  • CP: (Creature's Mod 2 + User's Level) x User's Chakra Control
  • Class Bonus:
  • High:
  • Average:
  • Low:
Jutsu Sub-types:
1.
2.
3.
Jutsu List: (unlocked based on your summons rank.
4 E-Rank:
4 D-Rank:
4 C-Rank:
4 B-Rank:
6 A-Rank:
Abilities:
1.
2.(Unlocked at B-rank)
3.(Unlocked at S-rank)
Specialized Ability:
(paste code found under your contract's information here)

Kinjutsu:
Kinjutsu Name:Abomination
Kinjutsu Approval Link: Approval
Kinjutsu path(s) Approval links:
Abomination
AB.jpg

Kinjutsu Approval
Roleplay:Metamorphosis [Ft. Keniwa & Aria]
Cursed Seals have long been seen as a dark practice due to their destruction of their host's body, but power-at-any-cost comes appealing to many. Occasionally, there are those who's bodies have an unnatural affinity to the Curse Seal, and rather than break down under a Seal's power merge with it in a form of symbiosis that mutates their own body. The original seal is little more than a birthmark at this point, with the true affects of the seal becoming a 'natural' bodily function to them. Demon, mutant, oni, monster...there are many names for them, but this new power and body-reshaping abilities lead them to be seen as an Abomination.

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

Effects:
- The user gains access to the Cursed Seal Ability and will not take up a slot. If the user already has the ability upon gaining Abomination, the Cursed Seal Ability will no longer take up a slot.
- CP Modifier Reduction from Cursed Seal is halved, the user only losing 2 Max CP Modifier every 10 seconds. The user slowly regains their lost CP Modifiers by 2 every 10 seconds inactive.
- HP/CP Modifier Reduction from Stage 2 Cursed Seals is lowered by 4. The user slowly regains their lost HP/CP Modifiers by 1 every 10 seconds inactive.
- The User's Cursed Seal activates in 0 seconds.
-The User may activate Cursed Seal: Stage 2 after having their Base Cursed Seal active for 5 seconds.
-The user may re-activate their Cursed Seal in battle but has a 5-second cooldown upon deactivation.
-The user may re-activate their Cursed Seal: Stage 2 in battle but it requires a 10-second cooldown after it deactivates.
- This Kinjutsu, all of its techniques, and its user are considered Cursed

- Abomination's active techniques (Metamorph, Chrysalis and Malevolent Annihilation) has a unique Mutation mechanic which modifies/adds bonuses to the said technique each time it reaches a new stage of Mutation. Each technique has its own unique Mutation Condition found beneath it.

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Adaptive Mutation - Kinjutsu Ability
AB4.jpg

Ability/Jutsu Description
Purchase Link
An Abomination's mutation is not limited to that of their own body but to the extent of their capability. Instinctively releasing enzymes to fuel their Cursed Seal in order to adapt to any given situation. This trait makes Abominations a dangerous threat in prolonged combat, merely increasing in power as well as resilience against attacks overtime.

Information
Prerequisites: Abomination

Effect: If the user initially loses 10% of their maximum Health, they gain +2 Custom Class Points in which they may apply to their current Custom Class at the start of the following round. Each time they lose 10% of their maximum Health after the first, they only gain +1 Custom Class Point.

Note:
- Does not take an Ability Slot
- The user -must- state what these points should be used for at this time and failure to do so will result to lost of said points for the remainder of battle.
- The user may only spend their Custom Class Points from Adaptive Mutation from bonuses of 3 Points and below (with the exception of +1 Inventory not being a valid option).
- Recovering health and receiving damage does not take away bonuses from this ability, nor does it allow the user to re-obtain Custom Class Points for Max HP thresholds they have already gotten the points for.

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Viral Affliction - Kinjutsu Ability
AB2.jpg

Ability/Jutsu Description
Purchase Link
The body of the Abomination is naturally receptive to the taint of a Curse Seal and embraces it in a unique way through their mutations. The same cannot be said for others though; coming into contact or even just being around an Abomination comes with the risk of being infected by their ever-mutating genetics, infecting others like a plague. Even other Abomination are not immune to the unique traits of each other.

Information
Prerequisites: Abomination

Effect: Each round, up to two random opponents in the battle must make a check against the user, failing this check causes the target(s) to suffer from half of the opposite effects of the user's Cursed Seal for the round. If the target fails the check twice in a row and every round after, they suffer from the full opposite effects of the user's Cursed Seal for the round.

Special Action - Plague Affliction: At the end of the round, the user may choose to increase their Cursed Seal's CP Mod penalty by an additional 2 mod points for the following round; doing so grants the user +2 to their next check(s) and it will apply to all opponents in battle.

Notes:
- Does not take an Ability Slot
- Requires the user to have their Cursed Seal active.
- The user must declare which accuracy to use upon activating both their Cursed Seal and Viral Affliction, either be Melee Accuracy, Ranged Accuracy, Ninjutsu Accuracy or Genjutsu Difficulty.
- If the user has "1 Free basic attack per round" for their Cursed Seal bonus, this forces a target to perform a Basic Attack at the start of each round. All costs are paid as normal. If the target is not equipped with a weapon, they will still perform a Basic Attack with Unarmed Damage at normal Damage Modifier and Accuracy.
- If the user has "+1 Inventory slot" for their Cursed Seal bonus, a random item in the target's inventory will be disabled for the round and cannot be used.
- If the user has "+5% Sneak attack chance" for their Curse Seal bonus, this causes any sneak attacks performed by the victim to be modded as normal attacks.
- If the user has the "Ignore 1 point of debuff" option, the victim suffers a random point of debuff for the round.
- If the user has any of the 4 point 'special' options from the Curse Seal ability, those are not 'reversed and transferred' by this ability. In this case, the user may choose a different penalty equal to 4 points to be used in its place.

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Metamorph - B-Rank Taijutsu
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Ability/Jutsu Description
Purchase Link (M)
One of the most known abilities of an Abomination, this is perhaps the skill that have forever labeled them as monsters to the majority of the world. As their Curse seals have been broken down into enzymes within their body, they can undergo spontaneous physical mutations during the activation of their seal. What this change, or how it effects them, is often different from on Abomination to the next.

Information
Prerequisites: Abomination, B-Rank

Effect: Upon use, the user chooses 1 Augment in their inventory (not in their weapon) and creates a Metamorph with it in the user's body. While the Metamorph is active, the chosen augment is applied to the user directly and affects all attacks made by the user (not just Taijutsu). The Metamorph limb is destroyed upon reaching Sprained Called Shot penalty.

Rank1: Allows access to First Mutation.
Mastered: Allows access to Second Mutation.

Mutation Condition: While Metamorph is active and is in its Base Effect or First Mutation, every next round will cause it to evolve to the next Mutation.
  • First Mutation: The Metamorph limb is destroyed upon reaching Fractured Called Shot penalty.
  • Second Mutation: The Metamorph limb is destroyed upon reaching Broken Called Shot penalty.
  • Final Mutation: May add an additional Augment for a maximum of 2 to their Metamorph limb as well ignore the first 2 successful Called Shot penalty inflicted on it.

Cost: 2.25 AP, 545 Chakra and 275 Chakra per round.

Note:
- Requires Cursed Seal active.
- If at any point a Mutated Metamorph is destroyed, it will revert back to its previous Mutation the next time it is used. This does not apply when it reaches Final Mutation nor will it apply when it is already as its First Mutation.
- The Metamorph is treated as a valid Called Shot target for all intents and purposes, and may be damaged and healed following the same rules.
- There is a 2-round cooldown if the Metamorphis destroyed through Called Shot and a round cooldown if Metamorph is no longer maintained.

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Chrysalis - B-Rank Ninjutsu
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Ability/Jutsu Description
Purchase Link (M)
Forcing a unique mutation in their body, the Abomination wraps themselves with their own flesh and with the strength of their Cursed Seal, reinforces the outer layer of to the point it becomes harder than steel. From within, the Abomination allows themselves to recover and re-organize their genetic makeup within the safety of their shell before unleashing a fully energized attack upon emerging.

Information
Prerequisites: Abomination, B-Rank

Effect: The user creates a barrier around themselves with Health equal to 40% of their current Health + 10% of their current Chakra for a full round. While active, the user is considered Resting; upon successfully maintaining the barrier for a full round, the user emerges with the Health they initially had upon activating Chrysalis in addition to any benefit gained through Resting.

Rank 1: Grants access to First Mutation.
Mastered: Grants access to Second Mutation.

Mutation Condition: Each time Chrysalis is used while it is in Base or First Mutation, regardless if it was destroyed or was successful, the next time Chrysalis is used it will evolve to its next Mutation.
  • First Mutation: Barrier gains +15% Damage Reduction while active.
  • Second Mutation: Barrier Health is now equal to 45% of their current Health + 15% of their current Chakra
  • Final Mutation: May be used an additional time in battle.

Cost: 2.5 AP and 30% of the Barrier's Health as Chakra Cost.

Notes:
- Requires Cursed Seal active and does not require handseals.
- The user's Cursed Seal will not lower their CP Mod for the round Chrysalis was used.
- While Chrysalis is active, the user cannot perform any actions but can maintain Chrysalis and any other effects that has been active prior to Chrysalis. If the user is equipped with a weapon, it is not dropped.
- Damage from passive effects applied to them prior to using Chrysalis (e.g Bleeding, Burn, etc) is temporarily halted while Chrysalis is active, and resumes thereafter.
- May only be used once every other round and twice per battle. If used, regardless at which point Chrysalis is used, it will be modded as the first action of the round, overriding all priorities.
- The barrier created from Chrysalis cannot be affected by techniques that may automatically destroy or bypass it. It can only be destroyed if the Barrier's Health drops to 0.
- If at any point the Chrysalis is destroyed (reducing the Barrier's Health to 0) before it completes a full round, the user will only receive resting bonuses for the amount of time up to that point, and recieves the maximum amount of Suppression.

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Malevolent Annihilation - A-Rank Ninjutsu
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Ability/Jutsu Description
Purchase Link
One of the most destructive techniques in the Abominations repertoire, this technique transforms their body into a hellish and gruesome form, shifting and twisting their own body and skin to create cannon-like openings to their insides. After transforming their bodies, the Abomination then builds up a dangerous portion of their chakra, before unleashing it as a huge wave of energy filled with their own genetic signature in the immediate vicinity, inflicting their very own disease if one has survived from the initial blast.

Information
Prerequisites: Abomination, A-Rank

Effect: Deals 4840 damage to up to 2 targets at -2 Accuracy. Upon successful hit, the target must make a check against the user; failing this check causes them to automatically receive the effects of Viral Affliction.

Rank 1: Grants access to First Mutation.
Mastered: Grants access to Second Mutation.

Mutation Condition: Every use of Malevolent Annihilation evolves it to the next Mutation.
  • First Mutation: If used upon a target already affected by Viral Affliction, the effect may stack a single time.
  • Second Mutation: Malevolent Annihilation may target an additional target.
  • Final Mutation: Targets chosen for Malevolent Annihilation must make a check against Viral Affliction even if they successfully dodged the attack.

Cost: 3 AP and 2,420 Chakra

Note:
- May only be used once round.
- Requires Cursed Seal active and does not require handseals.
- Must use either Melee Accuracy, Ranged Accuracy, Ninjutsu Accuracy or Genjutsu Difficulty for the purpose of both Accuracy and Check. Does not require handseals.

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Virulence - S-Rank Ninjutsu
AB7.jpg

Ability/Jutsu Description
Purchase Link
An Abomination's body constantly changes, both externally and internally, their genetic makeup slowly twisting and turning, mutating to the next level of power albeit in a slower pace allowing them to remain in control. Though the Abomination always has a dark and destructive technique that allows them to manually cause this changes in a blink of an eye, drastically increasing their power and potential.

Information
Prerequisites: Abomination, S-Rank

Master Rank: Evolves all Abomination Techniques that are currently in the Second Mutation to Final Mutation. This refreshes all cooldown on the Abomination's Viral Affliction, Abomination Techniques and Jutsus. Additionally, the user may chain either Metamorph, Chrysalis or Malevolent Annihilation for -0.5 AP Cost after Virulence.

Cost: 2 AP, 2750 CP

Note:
- May only be used once every other round.
- This will only evolve Abomination Techniques that are in Second Mutation. If an Abomination Technique has reached Second Mutation after Virulence is used, Virulence has to be used once more to evolve the technique to its Final Mutation.
- Refresh allows Abomination Techniques and Jutsus that are usually limited to once per round or once every other round to be used once more in the given round Virulence is used.
- Refresh also applies to Viral Affliction, triggering it once more during the round.
- Refresh does not allow once per battle Jutsus to be used again nor does it apply to Virulence itself.

With Major Fire and Minor Non-Elemental, I request the Advanced Element Scorch!
 
Dojo Code:

  • <木ノ葉の黒鬼 Konoha no Kuroki (Black Demon of the Leaf)>
    HP: (60+lvl) x stamina
    CP: (40+lvl) x chakra control
    Class Bonus: Kinjutsu Option, +10% Chance of inflicting Bleeding
    High: Melee Accuracy
    Average: Genjutsu Save, Dodge, Genjutsu DC
    Low: Ranged Accuracy, Ninjutsu Accuracy
  • Character class approval: N/A
  • Class point card ASP purchase: N/A
Abilities:
1. Quickdraw
Roleplay: Every Ninja Walks On Water

2. Calm Mind
Roleplay: Every Ninja Walks On Water

3. Healing Factor
Roleplay: Every Ninja Walks On Water

4. Initiative
Roleplay: [Examination] Team Red

5. Fearless
Roleplay: Keni vs Mitsuha [Spectator Thread]

6. Versatile Arms
Roleplay: A Molten Core

7. Cursed Seal - Stage 2 (Heaven)
Additional Cursed Seal RP Post (for Stage 2): From Where I Stand: Sharing My Strength (My 3rd Post)

8. Alignment Focus (Cursed)
Roleplay: A Molten Core

9. KINJUTSU

10. KINJUTSU

11. KINJUTSU

Fire - Chakra Style
Roleplay (Purchase): The Winds of Change: Soul Resonance

Shinobi 101 (Kinesis Ninjutsu uses Melee Accuracy)

Free Abilities (from Bloodline/Kinjutsu):
Hidden Power - Bushido (Bloodline Passive, Rank 2)
Cursed Seal - Abomination (Kinjutsu) - Regenerate 8% Max CP per round, but cannot recover CP through any other method while the Cursed Seal is active.

Core Ability/Bloodline:
Nanjirou
Current Power Level: 2350
Approved In Character Creation
Nanjirou
Nanjirou.jpg

A distinct clan of samurai that has been the source of some of the greatest swordmasters throughout the land. Renown for the lethal finesse they display in their sword fighting with some of the most ancient blades, a Nanjirou is said to come of age only when their ancestry awakens within them; gifting them with spiritual link to their ancestors that can be evoked to display advanced techniques honed through generations of experience.

Note: All techniques and buffs from this Bloodline are considered Spiritual/Dark/Light based on their Ancestral Weapon.

084 PL - Ancestral Weapon (Rank One)/Bushido (Rank One)
168 PL - Wrath Seal (Rank One)
252 PL - Iaijutsu Mastery (Rank One)
336 PL - Battoujutsu (Rank One)
420 PL - Ancestral Weapon (Rank Two)
504 PL - Iaijutsu Mastery (Rank Two)
588 PL - Bushido (Rank Two) / Temporized Slash (Rank One)
672 PL - Wrath Seal (Rank Two) / Uncanny Dodge (Rank One)
756 PL - Ancestral Weapon (Rank Three) / Battoujutsu (Rank Two)
840 PL - Iaijutsu Mastery (Rank Three) / Temporized Slash (Rank Two)
924 PL - Uncanny Dodge (Rank Two)
1008 PL - Wrath Seal (Rank Three) / Temporized Slash (Rank Three)
1092 PL - Bushido (Rank Three) / Uncanny Dodge (Rank Three)
1176 PL - Battoujutsu (Rank Three)
1260 PL - Sword Trance (Rank One)
1344 PL - Crescent Arc (Rank One)
1428 PL - Sword Trance (Rank Two)
1512 PL - Tsubame Gaeshi (Rank One)
1596 PL - Sword Trance (Rank Three) / Crescent Arc (Rank Two)
1680 PL - Crescent Arc (Rank Three) / Tsubame Gaeshi (Rank Two)
1764 PL - Tsubame Gaeshi (Rank Three)

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Ancestral Weapon - Passive
The Nanjirou believe that the best ending to their life is to be as they lived; paired with a blade. Their remains are used in the forging and reforging of blades both new and old, quite literally infusing a part of them into their swords. It is for this reason that their are a myriad of unique weapons in the clan, each with their own history and displaying traits of those who came before. Many blades have a spirit within of one of their ancestors that serves as a guide to the Nanjirou as they live their life and grow in power.

Rank 1: Upon gaining this bloodline the user must designate a single Slashing or Piercing weapon as their Ancestral Weapon. Attacks made with this weapon gain one of the following alignments and the associated effect;
  • Spiritual Twice per round, the user may perform two Wrath Seal actions to the same attack with this weapon. Both require a focus point.
  • Holy The weapon protects the user against the first 175/275/400/550/675 damage that hits the wielder each round, increasing with the user's out of character rank D/C/B/A/S.
  • Cursed Each round the user's Ancestral Weapon siphons 1% of their maximum health into a special Bloodlust Pool. Whenever the user performs a Taijutsu with their Ancestral Weapon, for free, they may choose to spend Bloodlust as well which increases the base damage of their attack by an equal amount to a maximum of +500 Base Damage.
    • The Bloodlust Pool has no maximum cap and cannot be affected in any form other than spending or adding Bloodlust.
Rank 2: The Ancestral Weapon gains +1 Critical.
Rank 3: Critical bonus from Rank 2 no longer applies to caps.

Note:
- The user may only have a single Ancestral Weapon.
- The flavor regarding having an ancestral spirit within the weapon is still subject to the ghost NPC rules.
- The Ancestral Weapon must be stated in their Dojo thread. It and its alignment may be changed by remaking the chosen weapon.

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Bushido - Passive
Fitting for a clan of samurai, the Nanjirou are ingrained with a code of honor and pride before they even learn to speak. Due to carrying within them the blood and spirit of their lineage, the failure of oneself is seen as the failure of one's ancestry; to be the cause of such shame is not an option to them. The more a Nanjirou is pressured, the more of their Ancestry awakens.

Rank 1: The user gains +0.5 to all Secondary stats each time they lose 30% of their Max Hp, capping at +1.5 Secondaries.
Rank 2: The user is treated as having the Hidden Power ability (This does not require an abilities slot).
Rank 3: The user gains +0.5 to all Secondary stats each time they lose 15% Hp of their Max Hp, capping at +2 to their secondaries. So they gain a bonus at 85%/70%/55%/40%. If the user elects to fill one of their ability slots with Hidden Power, the cap is increased to +3. So they gain a bonus at 85%/70%/55%/40%/25%/10%.

Note(s):
- If the user has Hidden Power granted for free by a source which is not Bushido then the user is counted as having filled one of their ability slots with it even though the ability is not currently taking up an ability slot.

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Wrath Seal - Activated Passive
The core of what separates a swordsman and a Nanjirou is their ties to their clan; the Nanjirou have the unique ability to invoke visions, emotions, and perhaps most importantly, techniques, of their predecessors. A misnomer, the Wrath Seal is a trance they enter that allows even a young Nanjirou to display advanced swordsmanship by channeling the power of an ancient grandmaster. This is no free power though; the trance is exhausting, and difficult to maintain during battle for an extended time.

Rank 1: Grants the user 1 Focus point upon activation and each round active. They may perform the Dancing Blade, Energy Slash and Vantage options.
Rank 2: Grants the user 2 Focus points upon activation and each round active. The user may now perform the Vorpal Edge option.
Rank 3: Grants the user 3 Focus points upon activation and each round active. The user may now perform the Lethality option.

One Focus point may be spent to add one of the following effects to a Slashing or Piercing attack;
  • Dancing Blade - The user may add +1 target to an attack. The user deals -10% damage for the remainder of the round; this stacks indefinitely each time used in the round.
  • Energy Slash - The attack does not count as Melee Contact.
  • Vantage - The user may attack a stealthed target that they failed an awareness check on at -5 accuracy.
  • Vorpal Edge - When Battoujutsu is used, it does not suffer from the damage penalty gained through the Dancing Blade or Uncanny Dodge Nanjirou skills.
  • Lethality - Doubles both the Critical buff limit and any Critical bonuses the user has, but halves the user's critical damage modifier.

Cost: 1 Ap to activate. 4% Max Cp/Rnd active

Notes:
- Unused Focus Points carry over to the next round, but cap out at a maximum of 5.
- Focus points modify an entire action, not just an individual hit.
- An attack may only be modified by a single Focus point (with the exception of a Spiritual Ancestral Weapon.)

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Iaijutsu Mastery - Bloodline Fighting Style
Through many years of training, the Nanjirou have developed a code: "Wherever we may be, we must be prepared." With this code in mind, they have developed a stance to adjust to every situation. Their sword is constantly sheathed, and they may quickly draw it and redraw it. There are a number of variations but any skilled Nanjirou will have their fearsome Battoujutsu at the ready.

Rank 1: Jigen-ryu -- The user's Piercing and Slashing Taijutsu attacks with their weapon while in this stance do +5% more damage.
Rank 2: Mugai-ryu -- Taijutsu attacks done with this style are modded 0.25 AP faster (costs are still paid in full).
Rank 3: Kensei-ryu -- The user takes +15% Damage from all sources, however their class Evasion stat is considered High.

Special Action - The user may choose to only select the "dodge attack to sheath weapon" effect of this style without any of the other effects. If so, this does not take up the user's physical style.

Cost: 0.5 AP to enter stance.

Note:
- At all ranks, upon dodging an attack the user may sheath their weapon for no cost. This is considered a Smart Action, and will be done automatically.
- Can be used with -Any- Slashing or Piercing Weapon.
- No attack can be modded as if they cost less than 0.5 AP.
- While in the Kensei fighting style, the Nanjirou's damage buff cap is reduced to +25%. Additionally, any "beyond the cap" damage buffs they have are halved.

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Battoujutsu - D Rank Buffing Taijutsu
The infamous quickdraw technique of the Nanjirou. In the hands of a Nanjirou a sheathed blade is more dangerous than a drawn one, and in the blink of an eye they can unsheathe and strike at their enemies. With few people outside of shinobi having the necessary reflexes to react, the Nanjirou became famed for their "one-hit kill" swordsmanship.

Rank 1: The user equips a Slashing or Piercing weapon and attacks with a Taijutsu; If the attack rolls a critical, the modifier is increased to x2.1 Critical damage.
Rank 2: The user equips a Slashing or Piercing weapon and attacks with a Taijutsu with +1 Critical range; If the attack rolls a critical, the modifier is increased to x2.2 Critical damage.
Rank 3: The user equips a Slashing or Piercing weapon and attacks with a Taijutsu with +2 Critical range; If the attack rolls a critical, the modifier is increased to x2.3 Critical damage.

Cost: No Ap; increases the Cp/HP cost of the attack used with this by +30%.

Note:
- The weapon must be sheathed at the start of this attack.
- This attack cannot benefit for critical attack bonus' from any other source (such as Human Anatomy) put it can be stacked with Nanjirou's Ancestral Weapon.
- This may be used with and gain bonus' from Nanjirou's Lethality.
- Smart Action - The user will automatically default to using Battoujutsu when attempting to attack with a sheathed weapon when possible.

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Temporized Slash - C Rank Bloodline Slashing/Piercing Taijutsu
When facing a Nanjirou, one should never let their guard down, even when they believe themselves to have the upperhand. A technique performed by sheathing their sword in invisible chakra and slashing, the Nanjirou seals the wound right away through the use of the chakra and causes it to go unnoticed by the victim until they choose to release the chakra and open the wound. Often seen involving the user passing by the enemy in an apparent miss...Until blood suddenly gushes from multiple wounds at once.

Rank 1: Deals 1170 damage at -1 Accuracy. Damage dealt by this technique may show up as either a miss or hidden action (user's choice).
Rank 2: Deals 1460 damage. Damage dealt by this technique may show up as either a miss or hidden action (user's choice). Additionally, the user may choose an additional attack used during the current round or the next to be modded similarly.
Rank 3: Deals 1825 damage at +1 Accuracy. Damage dealt by this technique may show up as either a miss or hidden action (user's choice). Additionally, the user may choose an additional 2 attacks used during the current round or the next to be modded similarly.

Cost:
Rank 1: 1.75 Ap, 350 Cp
Rank 2: 1.75 Ap, 420 Cp
Rank 3: 1.75 Ap, 480 Cp

Notes:
- Attacks chosen to be hidden/missed may only be Slashing or Piercing Taijutsu.
- Lasts until the end of the following round, at which point all 'stored' damage is dealt at once.
- A target cannot be affected by multiple uses of Temporized Slash at once. Being hit by this Jutsu while already affected releases any stored damage from the previous use.
- 'Stored' attacks make their initial to-hit check at the time of use as normal. However, damage is not dealt until the time it is 'released'.
- If a 'stored' attack inflicts an effect such as bleeding or a debuff, it is applied upon the initial hit as usual but is 'hidden' from the mod until stored damage is released.
- Attacks still break binds as usual, despite the damage not being applied at the time of the hit.

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Uncanny Dodge - C-Rank Bloodline Taijutsu
There are few people whose raw speed and reflex can rival that of a Nanjirou swordsmaster. Their swiftness can seem unnatural, as if aided by some jutsu effect or other influence, but it is simply the result of their willpower to endure their clan's intense physical conditioning.

Rank 1: Once used, the user will auto-dodge the next level E-B Jutsu that hits them. The user may use a single Special Action.
Rank 2: Once used, the user will auto-dodge the next level E-A Jutsu that hits them. The user may use a single Special Action.
Rank 3: Once used, the user will auto-dodge the next level E-A Jutsu that hits them. The user may use both Special Actions.

Special Action - Razor's Reflex: Requires Wrath Seal to be active. The Nanjirou may spend a Focus point when using Uncanny Dodge to make a basic melee attack against the attacker, dealing damage equal to 20% of the attack's intended damage.

Special Action - Hidden Warrior: By paying 0.5 additional AP at the time (not at cast) the attack is auto-dodged, the Nanjirou may attempt to enter stealth at -1 stealth bonus.

Cost: 1 Ap; Cp equal to 30% of the triggering attack (CP cost is paid upon the triggering attack but the AP is paid on cast).

Note:
- This cannot be used reflexively. This must be cast before the attack they attempt to auto-dodge.
- This is an activated auto-dodge.
- May only be used once per round, even if Acrobatics is an owned ability.
- May use both special actions at rank 3, and only a single one at rank 2.
- After usage, the Nanjirou deals -20% damage for the remainder of the round.

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Sword Trance - B-Rank Bloodline Buffing Taijutsu
Calling forth the spirits of their ancestors, the Nanjirou manifests their willpower and soul in a form of living blade that dances around them. To the eyes of a stranger, they would appear like gleaming steel that appeared out of thin air but for the Nanjirou, each and every single blade was once a part of their living bloodline, aiding them in their techniques - refining them with their wisdom.

Effect: The user generates a certain amount of Living Blades each round and the user may choose to expend 1 Living Blade into their Basic Attack, offensive Bloodline Technique or Slashing/Piercing Taijutsu to grant it an additional effect. If the user is equipped with their Ancestral Weapon at the time of cast, the Living Blade user gains the effect under their weapon's Alignment instead.
  • Base - Attacks done with a Living Blade gains it +2 Accuracy.
  • Spiritual - Attacks done with a Living Blade uses the target's Genjutsu Save instead of their usual Dodge in the roll, and may perform a single Wrath Seal action without requiring a focus point.
  • Holy - Attacks done with a Living Blade recovers the user's health by 175 / 275 / 400 / 550 / 675, scaling from the user's Out of Character Rank (D / C / B / A / S).
  • Cursed - Attacks done with a Living Blade will siphon 1% of the target's maximum Health and adds it to the user's Bloodlust Pool.
Rank 1: Generates 2 Living Blades.
Rank 2: Generates 3 Living Blades.
Rank 3: Generates 4 Living Blades.

Cost: 2.25 AP and 1% max HP to activate, 1% max HP/round to maintain.

Notes:
- Lasts for 3 rounds and has a round cooldown after the end of the duration.
- The user can only hold up to 6 Living Blades at a time.
- The Light/Dark versions do not stack if used with an attack hitting multiple targets at once. Light will only heal the user once per attack, and the Dark variant will only add the highest damage dealt amount to the user's Bloodlust Pool.

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Crescent Arc - B-Rank Bloodline Slashing/Piercing Taijutsu
The Nanjirou's mastery over their body is paralleled by the mastery they have over their own mind. Able to feel their own bodily energies they are able to harness their spiritual wrath tangibly. They release an arc of energy from their sword from afar. This pure energy is disruptive to the chakra coils in their opponent, often exhausting their adversaries long before they achieve victory.

Rank 1: The user strikes once dealing 825 Taijutsu damage and an additional 825 chakra damage.
Rank 2: The user strikes once dealing 980 Taijutsu damage at +1 Accuracy and an additional 980 chakra damage.
Rank 3: The user strikes once dealing 1,165 Taijutsu damage at +2 Accuracy and an additional 1,165 chakra damage.

Special Action: For -1 to the attack's accuracy this attack may target a second target. This may stack up to three times.

Cost:
Rank 1: 2.25 Ap, 655 Cp
Rank 2: 2.25 Ap, 780 Cp
Rank 3: 2.25 Ap, 885 Cp

Notes:
- Can be used with Melee or Ranged Accuracy.
- If used with Ranged Accuracy, this attack has a second chance to hit if the initial use was a miss; this can only occur once per round. This energy strike deals 80% normal damage at -3 Accuracy.

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Tsubame Gaeshi - A-Rank Bloodline Slashing/Piercing Taijutsu
In a single decisive strike fabled to never miss, a Nanjirou can take down a weakened foe. The voices from their ancestors call out the them and some say that they can see the face of these ancient warriors in place of the man living this day or that their hands guide the blade of their descendant. The strike is the pinnacle of swordsmanship, and so powerful it cleanly splits solid stone.

Rank 1: At + 3 accuracy the Nanjirou attempts to strike down a single target dealing 2650 damage. This attack cannot target a clone or an unintended target.
Rank 2: At + 3 accuracy the Nanjirou attempts to strike down a single target dealing 3050 damage. This attack cannot target a clone or an unintended target and cannot be auto-dodged.
Rank 3: At + 3 accuracy the Nanjirou attempts to strike down a single target dealing 3505 damage. This attack cannot target a clone or an unintended target, cannot be auto-dodged and can target an opponent in stealth as if they were regularly targeting an opponent (but this is done at -3 accuracy).

Cost:
Rank 1: 2.75 Ap, 1400 Cp
Rank 2: 2.75 Ap, 1750 Cp
Rank 3: 2.75 Ap, 2100 Cp

Notes:
- May only be used once per round.
- If the opponent was in stealth when they were hit with this attack, this attack does not take them out of stealth but they would take the full damage of this attack.

Weapon(s):
Weapons Galore purchase link: (If bought)
[X] = Augment doesn't take up a slot via the Versatile Arms Ability.

[X] = Augment doesn't take up a slot via the Versatile Arms Ability.

Equipment:

Curse Seal(s):
Cursed Seal RP Thread: From Where I Stand: Sharing My Strength
Cursed Seal - Regenerate 8% Max CP per round, but cannot recover CP through any other method while the Cursed Seal is active.

Cursed Seal - Stage 2 (Heaven) - +2 All secondaries, +10% All Damage types, all chakra costs -10% and CP/HP cost of Stage 2 is increased to 12 per round.

Contracts:
Contract name:
Contract Approval link:

  • <Insert Class Name>
  • HP: (Creature's Mod 1 + User's Level) x User's Chakra Control
  • CP: (Creature's Mod 2 + User's Level) x User's Chakra Control
  • Class Bonus:
  • High:
  • Average:
  • Low:
Jutsu Sub-types:
1.
2.
3.
Jutsu List: (unlocked based on your summons rank.
4 E-Rank:
4 D-Rank:
4 C-Rank:
4 B-Rank:
6 A-Rank:
Abilities:
1.
2.(Unlocked at B-rank)
3.(Unlocked at S-rank)
Specialized Ability:
(paste code found under your contract's information here)

Kinjutsu:
Kinjutsu Name:Abomination
Kinjutsu Approval Link: Approval
Kinjutsu path(s) Approval links:
Abomination
AB.jpg

Kinjutsu Approval
Roleplay:Metamorphosis [Ft. Keniwa & Aria]
Cursed Seals have long been seen as a dark practice due to their destruction of their host's body, but power-at-any-cost comes appealing to many. Occasionally, there are those who's bodies have an unnatural affinity to the Curse Seal, and rather than break down under a Seal's power merge with it in a form of symbiosis that mutates their own body. The original seal is little more than a birthmark at this point, with the true affects of the seal becoming a 'natural' bodily function to them. Demon, mutant, oni, monster...there are many names for them, but this new power and body-reshaping abilities lead them to be seen as an Abomination.

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

Effects:
- The user gains access to the Cursed Seal Ability and will not take up a slot. If the user already has the ability upon gaining Abomination, the Cursed Seal Ability will no longer take up a slot.
- CP Modifier Reduction from Cursed Seal is halved, the user only losing 2 Max CP Modifier every 10 seconds. The user slowly regains their lost CP Modifiers by 2 every 10 seconds inactive.
- HP/CP Modifier Reduction from Stage 2 Cursed Seals is lowered by 4. The user slowly regains their lost HP/CP Modifiers by 1 every 10 seconds inactive.
- The User's Cursed Seal activates in 0 seconds.
-The User may activate Cursed Seal: Stage 2 after having their Base Cursed Seal active for 5 seconds.
-The user may re-activate their Cursed Seal in battle but has a 5-second cooldown upon deactivation.
-The user may re-activate their Cursed Seal: Stage 2 in battle but it requires a 10-second cooldown after it deactivates.
- This Kinjutsu, all of its techniques, and its user are considered Cursed

- Abomination's active techniques (Metamorph, Chrysalis and Malevolent Annihilation) has a unique Mutation mechanic which modifies/adds bonuses to the said technique each time it reaches a new stage of Mutation. Each technique has its own unique Mutation Condition found beneath it.

---

Adaptive Mutation - Kinjutsu Ability
AB4.jpg

Ability/Jutsu Description
Purchase Link
An Abomination's mutation is not limited to that of their own body but to the extent of their capability. Instinctively releasing enzymes to fuel their Cursed Seal in order to adapt to any given situation. This trait makes Abominations a dangerous threat in prolonged combat, merely increasing in power as well as resilience against attacks overtime.

Information
Prerequisites: Abomination

Effect: If the user initially loses 10% of their maximum Health, they gain +2 Custom Class Points in which they may apply to their current Custom Class at the start of the following round. Each time they lose 10% of their maximum Health after the first, they only gain +1 Custom Class Point.

Note:
- Does not take an Ability Slot
- The user -must- state what these points should be used for at this time and failure to do so will result to lost of said points for the remainder of battle.
- The user may only spend their Custom Class Points from Adaptive Mutation from bonuses of 3 Points and below (with the exception of +1 Inventory not being a valid option).
- Recovering health and receiving damage does not take away bonuses from this ability, nor does it allow the user to re-obtain Custom Class Points for Max HP thresholds they have already gotten the points for.

---

Viral Affliction - Kinjutsu Ability
AB2.jpg

Ability/Jutsu Description
Purchase Link
The body of the Abomination is naturally receptive to the taint of a Curse Seal and embraces it in a unique way through their mutations. The same cannot be said for others though; coming into contact or even just being around an Abomination comes with the risk of being infected by their ever-mutating genetics, infecting others like a plague. Even other Abomination are not immune to the unique traits of each other.

Information
Prerequisites: Abomination

Effect: Each round, up to two random opponents in the battle must make a check against the user, failing this check causes the target(s) to suffer from half of the opposite effects of the user's Cursed Seal for the round. If the target fails the check twice in a row and every round after, they suffer from the full opposite effects of the user's Cursed Seal for the round.

Special Action - Plague Affliction: At the end of the round, the user may choose to increase their Cursed Seal's CP Mod penalty by an additional 2 mod points for the following round; doing so grants the user +2 to their next check(s) and it will apply to all opponents in battle.

Notes:
- Does not take an Ability Slot
- Requires the user to have their Cursed Seal active.
- The user must declare which accuracy to use upon activating both their Cursed Seal and Viral Affliction, either be Melee Accuracy, Ranged Accuracy, Ninjutsu Accuracy or Genjutsu Difficulty.
- If the user has "1 Free basic attack per round" for their Cursed Seal bonus, this forces a target to perform a Basic Attack at the start of each round. All costs are paid as normal. If the target is not equipped with a weapon, they will still perform a Basic Attack with Unarmed Damage at normal Damage Modifier and Accuracy.
- If the user has "+1 Inventory slot" for their Cursed Seal bonus, a random item in the target's inventory will be disabled for the round and cannot be used.
- If the user has "+5% Sneak attack chance" for their Curse Seal bonus, this causes any sneak attacks performed by the victim to be modded as normal attacks.
- If the user has the "Ignore 1 point of debuff" option, the victim suffers a random point of debuff for the round.
- If the user has any of the 4 point 'special' options from the Curse Seal ability, those are not 'reversed and transferred' by this ability. In this case, the user may choose a different penalty equal to 4 points to be used in its place.

---

Metamorph - B-Rank Taijutsu
RHLHyLG.png

Ability/Jutsu Description
Purchase Link (M)
One of the most known abilities of an Abomination, this is perhaps the skill that have forever labeled them as monsters to the majority of the world. As their Curse seals have been broken down into enzymes within their body, they can undergo spontaneous physical mutations during the activation of their seal. What this change, or how it effects them, is often different from on Abomination to the next.

Information
Prerequisites: Abomination, B-Rank

Effect: Upon use, the user chooses 1 Augment in their inventory (not in their weapon) and creates a Metamorph with it in the user's body. While the Metamorph is active, the chosen augment is applied to the user directly and affects all attacks made by the user (not just Taijutsu). The Metamorph limb is destroyed upon reaching Sprained Called Shot penalty.

Rank1: Allows access to First Mutation.
Mastered: Allows access to Second Mutation.

Mutation Condition: While Metamorph is active and is in its Base Effect or First Mutation, every next round will cause it to evolve to the next Mutation.
  • First Mutation: The Metamorph limb is destroyed upon reaching Fractured Called Shot penalty.
  • Second Mutation: The Metamorph limb is destroyed upon reaching Broken Called Shot penalty.
  • Final Mutation: May add an additional Augment for a maximum of 2 to their Metamorph limb as well ignore the first 2 successful Called Shot penalty inflicted on it.

Cost: 2.25 AP, 545 Chakra and 275 Chakra per round.

Note:
- Requires Cursed Seal active.
- If at any point a Mutated Metamorph is destroyed, it will revert back to its previous Mutation the next time it is used. This does not apply when it reaches Final Mutation nor will it apply when it is already as its First Mutation.
- The Metamorph is treated as a valid Called Shot target for all intents and purposes, and may be damaged and healed following the same rules.
- There is a 2-round cooldown if the Metamorphis destroyed through Called Shot and a round cooldown if Metamorph is no longer maintained.

---

Chrysalis - B-Rank Ninjutsu
kywE2Ix.png

Ability/Jutsu Description
Purchase Link (M)
Forcing a unique mutation in their body, the Abomination wraps themselves with their own flesh and with the strength of their Cursed Seal, reinforces the outer layer of to the point it becomes harder than steel. From within, the Abomination allows themselves to recover and re-organize their genetic makeup within the safety of their shell before unleashing a fully energized attack upon emerging.

Information
Prerequisites: Abomination, B-Rank

Effect: The user creates a barrier around themselves with Health equal to 40% of their current Health + 10% of their current Chakra for a full round. While active, the user is considered Resting; upon successfully maintaining the barrier for a full round, the user emerges with the Health they initially had upon activating Chrysalis in addition to any benefit gained through Resting.

Rank 1: Grants access to First Mutation.
Mastered: Grants access to Second Mutation.

Mutation Condition: Each time Chrysalis is used while it is in Base or First Mutation, regardless if it was destroyed or was successful, the next time Chrysalis is used it will evolve to its next Mutation.
  • First Mutation: Barrier gains +15% Damage Reduction while active.
  • Second Mutation: Barrier Health is now equal to 45% of their current Health + 15% of their current Chakra
  • Final Mutation: May be used an additional time in battle.

Cost: 2.5 AP and 30% of the Barrier's Health as Chakra Cost.

Notes:
- Requires Cursed Seal active and does not require handseals.
- The user's Cursed Seal will not lower their CP Mod for the round Chrysalis was used.
- While Chrysalis is active, the user cannot perform any actions but can maintain Chrysalis and any other effects that has been active prior to Chrysalis. If the user is equipped with a weapon, it is not dropped.
- Damage from passive effects applied to them prior to using Chrysalis (e.g Bleeding, Burn, etc) is temporarily halted while Chrysalis is active, and resumes thereafter.
- May only be used once every other round and twice per battle. If used, regardless at which point Chrysalis is used, it will be modded as the first action of the round, overriding all priorities.
- The barrier created from Chrysalis cannot be affected by techniques that may automatically destroy or bypass it. It can only be destroyed if the Barrier's Health drops to 0.
- If at any point the Chrysalis is destroyed (reducing the Barrier's Health to 0) before it completes a full round, the user will only receive resting bonuses for the amount of time up to that point, and recieves the maximum amount of Suppression.

---

Malevolent Annihilation - A-Rank Ninjutsu
2QQsgf2.png

Ability/Jutsu Description
Purchase Link
One of the most destructive techniques in the Abominations repertoire, this technique transforms their body into a hellish and gruesome form, shifting and twisting their own body and skin to create cannon-like openings to their insides. After transforming their bodies, the Abomination then builds up a dangerous portion of their chakra, before unleashing it as a huge wave of energy filled with their own genetic signature in the immediate vicinity, inflicting their very own disease if one has survived from the initial blast.

Information
Prerequisites: Abomination, A-Rank

Effect: Deals 4840 damage to up to 2 targets at -2 Accuracy. Upon successful hit, the target must make a check against the user; failing this check causes them to automatically receive the effects of Viral Affliction.

Rank 1: Grants access to First Mutation.
Mastered: Grants access to Second Mutation.

Mutation Condition: Every use of Malevolent Annihilation evolves it to the next Mutation.
  • First Mutation: If used upon a target already affected by Viral Affliction, the effect may stack a single time.
  • Second Mutation: Malevolent Annihilation may target an additional target.
  • Final Mutation: Targets chosen for Malevolent Annihilation must make a check against Viral Affliction even if they successfully dodged the attack.

Cost: 3 AP and 2,420 Chakra

Note:
- May only be used once round.
- Requires Cursed Seal active and does not require handseals.
- Must use either Melee Accuracy, Ranged Accuracy, Ninjutsu Accuracy or Genjutsu Difficulty for the purpose of both Accuracy and Check. Does not require handseals.

---

Virulence - S-Rank Ninjutsu
AB7.jpg

Ability/Jutsu Description
Purchase Link
An Abomination's body constantly changes, both externally and internally, their genetic makeup slowly twisting and turning, mutating to the next level of power albeit in a slower pace allowing them to remain in control. Though the Abomination always has a dark and destructive technique that allows them to manually cause this changes in a blink of an eye, drastically increasing their power and potential.

Information
Prerequisites: Abomination, S-Rank

Master Rank: Evolves all Abomination Techniques that are currently in the Second Mutation to Final Mutation. This refreshes all cooldown on the Abomination's Viral Affliction, Abomination Techniques and Jutsus. Additionally, the user may chain either Metamorph, Chrysalis or Malevolent Annihilation for -0.5 AP Cost after Virulence.

Cost: 2 AP, 2750 CP

Note:
- May only be used once every other round.
- This will only evolve Abomination Techniques that are in Second Mutation. If an Abomination Technique has reached Second Mutation after Virulence is used, Virulence has to be used once more to evolve the technique to its Final Mutation.
- Refresh allows Abomination Techniques and Jutsus that are usually limited to once per round or once every other round to be used once more in the given round Virulence is used.
- Refresh also applies to Viral Affliction, triggering it once more during the round.
- Refresh does not allow once per battle Jutsus to be used again nor does it apply to Virulence itself.

With all Non-Elemental Ninjutsu mastered, I request a Major Affinity to Non-Elemental!

 
Last edited:
Dojo Code:

  • <木ノ葉の黒鬼 Konoha no Kuroki (Black Demon of the Leaf)>
    HP: (60+lvl) x stamina
    CP: (40+lvl) x chakra control
    Class Bonus: Kinjutsu Option, +10% Chance of inflicting Bleeding
    High: Melee Accuracy
    Average: Genjutsu Save, Dodge, Genjutsu DC
    Low: Ranged Accuracy, Ninjutsu Accuracy
  • Character class approval: N/A
  • Class point card ASP purchase: N/A
Abilities:
1. Quickdraw
Roleplay: Every Ninja Walks On Water

2. Calm Mind
Roleplay: Every Ninja Walks On Water

3. Healing Factor
Roleplay: Every Ninja Walks On Water

4. Initiative
Roleplay: [Examination] Team Red

5. Fearless
Roleplay: Keni vs Mitsuha [Spectator Thread]

6. Versatile Arms
Roleplay: A Molten Core

7. Cursed Seal - Stage 2 (Heaven)
Additional Cursed Seal RP Post (for Stage 2): From Where I Stand: Sharing My Strength (My 3rd Post)

8. Alignment Focus (Cursed)
Roleplay: A Molten Core

9. KINJUTSU

10. KINJUTSU

11. KINJUTSU

Fire - Chakra Style
Roleplay (Purchase): The Winds of Change: Soul Resonance

Shinobi 101 (Kinesis Ninjutsu uses Melee Accuracy)

Free Abilities (from Bloodline/Kinjutsu):
Hidden Power - Bushido (Bloodline Passive, Rank 2)
Cursed Seal - Abomination (Kinjutsu) - Regenerate 8% Max CP per round, but cannot recover CP through any other method while the Cursed Seal is active.

Core Ability/Bloodline:
Nanjirou
Current Power Level: 2350
Approved In Character Creation
Nanjirou
Nanjirou.jpg

A distinct clan of samurai that has been the source of some of the greatest swordmasters throughout the land. Renown for the lethal finesse they display in their sword fighting with some of the most ancient blades, a Nanjirou is said to come of age only when their ancestry awakens within them; gifting them with spiritual link to their ancestors that can be evoked to display advanced techniques honed through generations of experience.

Note: All techniques and buffs from this Bloodline are considered Spiritual/Dark/Light based on their Ancestral Weapon.

084 PL - Ancestral Weapon (Rank One)/Bushido (Rank One)
168 PL - Wrath Seal (Rank One)
252 PL - Iaijutsu Mastery (Rank One)
336 PL - Battoujutsu (Rank One)
420 PL - Ancestral Weapon (Rank Two)
504 PL - Iaijutsu Mastery (Rank Two)
588 PL - Bushido (Rank Two) / Temporized Slash (Rank One)
672 PL - Wrath Seal (Rank Two) / Uncanny Dodge (Rank One)
756 PL - Ancestral Weapon (Rank Three) / Battoujutsu (Rank Two)
840 PL - Iaijutsu Mastery (Rank Three) / Temporized Slash (Rank Two)
924 PL - Uncanny Dodge (Rank Two)
1008 PL - Wrath Seal (Rank Three) / Temporized Slash (Rank Three)
1092 PL - Bushido (Rank Three) / Uncanny Dodge (Rank Three)
1176 PL - Battoujutsu (Rank Three)
1260 PL - Sword Trance (Rank One)
1344 PL - Crescent Arc (Rank One)
1428 PL - Sword Trance (Rank Two)
1512 PL - Tsubame Gaeshi (Rank One)
1596 PL - Sword Trance (Rank Three) / Crescent Arc (Rank Two)
1680 PL - Crescent Arc (Rank Three) / Tsubame Gaeshi (Rank Two)
1764 PL - Tsubame Gaeshi (Rank Three)

---

Ancestral Weapon - Passive
The Nanjirou believe that the best ending to their life is to be as they lived; paired with a blade. Their remains are used in the forging and reforging of blades both new and old, quite literally infusing a part of them into their swords. It is for this reason that their are a myriad of unique weapons in the clan, each with their own history and displaying traits of those who came before. Many blades have a spirit within of one of their ancestors that serves as a guide to the Nanjirou as they live their life and grow in power.

Rank 1: Upon gaining this bloodline the user must designate a single Slashing or Piercing weapon as their Ancestral Weapon. Attacks made with this weapon gain one of the following alignments and the associated effect;
  • Spiritual Twice per round, the user may perform two Wrath Seal actions to the same attack with this weapon. Both require a focus point.
  • Holy The weapon protects the user against the first 175/275/400/550/675 damage that hits the wielder each round, increasing with the user's out of character rank D/C/B/A/S.
  • Cursed Each round the user's Ancestral Weapon siphons 1% of their maximum health into a special Bloodlust Pool. Whenever the user performs a Taijutsu with their Ancestral Weapon, for free, they may choose to spend Bloodlust as well which increases the base damage of their attack by an equal amount to a maximum of +500 Base Damage.
    • The Bloodlust Pool has no maximum cap and cannot be affected in any form other than spending or adding Bloodlust.
Rank 2: The Ancestral Weapon gains +1 Critical.
Rank 3: Critical bonus from Rank 2 no longer applies to caps.

Note:
- The user may only have a single Ancestral Weapon.
- The flavor regarding having an ancestral spirit within the weapon is still subject to the ghost NPC rules.
- The Ancestral Weapon must be stated in their Dojo thread. It and its alignment may be changed by remaking the chosen weapon.

---

Bushido - Passive
Fitting for a clan of samurai, the Nanjirou are ingrained with a code of honor and pride before they even learn to speak. Due to carrying within them the blood and spirit of their lineage, the failure of oneself is seen as the failure of one's ancestry; to be the cause of such shame is not an option to them. The more a Nanjirou is pressured, the more of their Ancestry awakens.

Rank 1: The user gains +0.5 to all Secondary stats each time they lose 30% of their Max Hp, capping at +1.5 Secondaries.
Rank 2: The user is treated as having the Hidden Power ability (This does not require an abilities slot).
Rank 3: The user gains +0.5 to all Secondary stats each time they lose 15% Hp of their Max Hp, capping at +2 to their secondaries. So they gain a bonus at 85%/70%/55%/40%. If the user elects to fill one of their ability slots with Hidden Power, the cap is increased to +3. So they gain a bonus at 85%/70%/55%/40%/25%/10%.

Note(s):
- If the user has Hidden Power granted for free by a source which is not Bushido then the user is counted as having filled one of their ability slots with it even though the ability is not currently taking up an ability slot.

---

Wrath Seal - Activated Passive
The core of what separates a swordsman and a Nanjirou is their ties to their clan; the Nanjirou have the unique ability to invoke visions, emotions, and perhaps most importantly, techniques, of their predecessors. A misnomer, the Wrath Seal is a trance they enter that allows even a young Nanjirou to display advanced swordsmanship by channeling the power of an ancient grandmaster. This is no free power though; the trance is exhausting, and difficult to maintain during battle for an extended time.

Rank 1: Grants the user 1 Focus point upon activation and each round active. They may perform the Dancing Blade, Energy Slash and Vantage options.
Rank 2: Grants the user 2 Focus points upon activation and each round active. The user may now perform the Vorpal Edge option.
Rank 3: Grants the user 3 Focus points upon activation and each round active. The user may now perform the Lethality option.

One Focus point may be spent to add one of the following effects to a Slashing or Piercing attack;
  • Dancing Blade - The user may add +1 target to an attack. The user deals -10% damage for the remainder of the round; this stacks indefinitely each time used in the round.
  • Energy Slash - The attack does not count as Melee Contact.
  • Vantage - The user may attack a stealthed target that they failed an awareness check on at -5 accuracy.
  • Vorpal Edge - When Battoujutsu is used, it does not suffer from the damage penalty gained through the Dancing Blade or Uncanny Dodge Nanjirou skills.
  • Lethality - Doubles both the Critical buff limit and any Critical bonuses the user has, but halves the user's critical damage modifier.

Cost: 1 Ap to activate. 4% Max Cp/Rnd active

Notes:
- Unused Focus Points carry over to the next round, but cap out at a maximum of 5.
- Focus points modify an entire action, not just an individual hit.
- An attack may only be modified by a single Focus point (with the exception of a Spiritual Ancestral Weapon.)

---

Iaijutsu Mastery - Bloodline Fighting Style
Through many years of training, the Nanjirou have developed a code: "Wherever we may be, we must be prepared." With this code in mind, they have developed a stance to adjust to every situation. Their sword is constantly sheathed, and they may quickly draw it and redraw it. There are a number of variations but any skilled Nanjirou will have their fearsome Battoujutsu at the ready.

Rank 1: Jigen-ryu -- The user's Piercing and Slashing Taijutsu attacks with their weapon while in this stance do +5% more damage.
Rank 2: Mugai-ryu -- Taijutsu attacks done with this style are modded 0.25 AP faster (costs are still paid in full).
Rank 3: Kensei-ryu -- The user takes +15% Damage from all sources, however their class Evasion stat is considered High.

Special Action - The user may choose to only select the "dodge attack to sheath weapon" effect of this style without any of the other effects. If so, this does not take up the user's physical style.

Cost: 0.5 AP to enter stance.

Note:
- At all ranks, upon dodging an attack the user may sheath their weapon for no cost. This is considered a Smart Action, and will be done automatically.
- Can be used with -Any- Slashing or Piercing Weapon.
- No attack can be modded as if they cost less than 0.5 AP.
- While in the Kensei fighting style, the Nanjirou's damage buff cap is reduced to +25%. Additionally, any "beyond the cap" damage buffs they have are halved.

---

Battoujutsu - D Rank Buffing Taijutsu
The infamous quickdraw technique of the Nanjirou. In the hands of a Nanjirou a sheathed blade is more dangerous than a drawn one, and in the blink of an eye they can unsheathe and strike at their enemies. With few people outside of shinobi having the necessary reflexes to react, the Nanjirou became famed for their "one-hit kill" swordsmanship.

Rank 1: The user equips a Slashing or Piercing weapon and attacks with a Taijutsu; If the attack rolls a critical, the modifier is increased to x2.1 Critical damage.
Rank 2: The user equips a Slashing or Piercing weapon and attacks with a Taijutsu with +1 Critical range; If the attack rolls a critical, the modifier is increased to x2.2 Critical damage.
Rank 3: The user equips a Slashing or Piercing weapon and attacks with a Taijutsu with +2 Critical range; If the attack rolls a critical, the modifier is increased to x2.3 Critical damage.

Cost: No Ap; increases the Cp/HP cost of the attack used with this by +30%.

Note:
- The weapon must be sheathed at the start of this attack.
- This attack cannot benefit for critical attack bonus' from any other source (such as Human Anatomy) put it can be stacked with Nanjirou's Ancestral Weapon.
- This may be used with and gain bonus' from Nanjirou's Lethality.
- Smart Action - The user will automatically default to using Battoujutsu when attempting to attack with a sheathed weapon when possible.

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Temporized Slash - C Rank Bloodline Slashing/Piercing Taijutsu
When facing a Nanjirou, one should never let their guard down, even when they believe themselves to have the upperhand. A technique performed by sheathing their sword in invisible chakra and slashing, the Nanjirou seals the wound right away through the use of the chakra and causes it to go unnoticed by the victim until they choose to release the chakra and open the wound. Often seen involving the user passing by the enemy in an apparent miss...Until blood suddenly gushes from multiple wounds at once.

Rank 1: Deals 1170 damage at -1 Accuracy. Damage dealt by this technique may show up as either a miss or hidden action (user's choice).
Rank 2: Deals 1460 damage. Damage dealt by this technique may show up as either a miss or hidden action (user's choice). Additionally, the user may choose an additional attack used during the current round or the next to be modded similarly.
Rank 3: Deals 1825 damage at +1 Accuracy. Damage dealt by this technique may show up as either a miss or hidden action (user's choice). Additionally, the user may choose an additional 2 attacks used during the current round or the next to be modded similarly.

Cost:
Rank 1: 1.75 Ap, 350 Cp
Rank 2: 1.75 Ap, 420 Cp
Rank 3: 1.75 Ap, 480 Cp

Notes:
- Attacks chosen to be hidden/missed may only be Slashing or Piercing Taijutsu.
- Lasts until the end of the following round, at which point all 'stored' damage is dealt at once.
- A target cannot be affected by multiple uses of Temporized Slash at once. Being hit by this Jutsu while already affected releases any stored damage from the previous use.
- 'Stored' attacks make their initial to-hit check at the time of use as normal. However, damage is not dealt until the time it is 'released'.
- If a 'stored' attack inflicts an effect such as bleeding or a debuff, it is applied upon the initial hit as usual but is 'hidden' from the mod until stored damage is released.
- Attacks still break binds as usual, despite the damage not being applied at the time of the hit.

---

Uncanny Dodge - C-Rank Bloodline Taijutsu
There are few people whose raw speed and reflex can rival that of a Nanjirou swordsmaster. Their swiftness can seem unnatural, as if aided by some jutsu effect or other influence, but it is simply the result of their willpower to endure their clan's intense physical conditioning.

Rank 1: Once used, the user will auto-dodge the next level E-B Jutsu that hits them. The user may use a single Special Action.
Rank 2: Once used, the user will auto-dodge the next level E-A Jutsu that hits them. The user may use a single Special Action.
Rank 3: Once used, the user will auto-dodge the next level E-A Jutsu that hits them. The user may use both Special Actions.

Special Action - Razor's Reflex: Requires Wrath Seal to be active. The Nanjirou may spend a Focus point when using Uncanny Dodge to make a basic melee attack against the attacker, dealing damage equal to 20% of the attack's intended damage.

Special Action - Hidden Warrior: By paying 0.5 additional AP at the time (not at cast) the attack is auto-dodged, the Nanjirou may attempt to enter stealth at -1 stealth bonus.

Cost: 1 Ap; Cp equal to 30% of the triggering attack (CP cost is paid upon the triggering attack but the AP is paid on cast).

Note:
- This cannot be used reflexively. This must be cast before the attack they attempt to auto-dodge.
- This is an activated auto-dodge.
- May only be used once per round, even if Acrobatics is an owned ability.
- May use both special actions at rank 3, and only a single one at rank 2.
- After usage, the Nanjirou deals -20% damage for the remainder of the round.

---

Sword Trance - B-Rank Bloodline Buffing Taijutsu
Calling forth the spirits of their ancestors, the Nanjirou manifests their willpower and soul in a form of living blade that dances around them. To the eyes of a stranger, they would appear like gleaming steel that appeared out of thin air but for the Nanjirou, each and every single blade was once a part of their living bloodline, aiding them in their techniques - refining them with their wisdom.

Effect: The user generates a certain amount of Living Blades each round and the user may choose to expend 1 Living Blade into their Basic Attack, offensive Bloodline Technique or Slashing/Piercing Taijutsu to grant it an additional effect. If the user is equipped with their Ancestral Weapon at the time of cast, the Living Blade user gains the effect under their weapon's Alignment instead.
  • Base - Attacks done with a Living Blade gains it +2 Accuracy.
  • Spiritual - Attacks done with a Living Blade uses the target's Genjutsu Save instead of their usual Dodge in the roll, and may perform a single Wrath Seal action without requiring a focus point.
  • Holy - Attacks done with a Living Blade recovers the user's health by 175 / 275 / 400 / 550 / 675, scaling from the user's Out of Character Rank (D / C / B / A / S).
  • Cursed - Attacks done with a Living Blade will siphon 1% of the target's maximum Health and adds it to the user's Bloodlust Pool.
Rank 1: Generates 2 Living Blades.
Rank 2: Generates 3 Living Blades.
Rank 3: Generates 4 Living Blades.

Cost: 2.25 AP and 1% max HP to activate, 1% max HP/round to maintain.

Notes:
- Lasts for 3 rounds and has a round cooldown after the end of the duration.
- The user can only hold up to 6 Living Blades at a time.
- The Light/Dark versions do not stack if used with an attack hitting multiple targets at once. Light will only heal the user once per attack, and the Dark variant will only add the highest damage dealt amount to the user's Bloodlust Pool.

---

Crescent Arc - B-Rank Bloodline Slashing/Piercing Taijutsu
The Nanjirou's mastery over their body is paralleled by the mastery they have over their own mind. Able to feel their own bodily energies they are able to harness their spiritual wrath tangibly. They release an arc of energy from their sword from afar. This pure energy is disruptive to the chakra coils in their opponent, often exhausting their adversaries long before they achieve victory.

Rank 1: The user strikes once dealing 825 Taijutsu damage and an additional 825 chakra damage.
Rank 2: The user strikes once dealing 980 Taijutsu damage at +1 Accuracy and an additional 980 chakra damage.
Rank 3: The user strikes once dealing 1,165 Taijutsu damage at +2 Accuracy and an additional 1,165 chakra damage.

Special Action: For -1 to the attack's accuracy this attack may target a second target. This may stack up to three times.

Cost:
Rank 1: 2.25 Ap, 655 Cp
Rank 2: 2.25 Ap, 780 Cp
Rank 3: 2.25 Ap, 885 Cp

Notes:
- Can be used with Melee or Ranged Accuracy.
- If used with Ranged Accuracy, this attack has a second chance to hit if the initial use was a miss; this can only occur once per round. This energy strike deals 80% normal damage at -3 Accuracy.

---

Tsubame Gaeshi - A-Rank Bloodline Slashing/Piercing Taijutsu
In a single decisive strike fabled to never miss, a Nanjirou can take down a weakened foe. The voices from their ancestors call out the them and some say that they can see the face of these ancient warriors in place of the man living this day or that their hands guide the blade of their descendant. The strike is the pinnacle of swordsmanship, and so powerful it cleanly splits solid stone.

Rank 1: At + 3 accuracy the Nanjirou attempts to strike down a single target dealing 2650 damage. This attack cannot target a clone or an unintended target.
Rank 2: At + 3 accuracy the Nanjirou attempts to strike down a single target dealing 3050 damage. This attack cannot target a clone or an unintended target and cannot be auto-dodged.
Rank 3: At + 3 accuracy the Nanjirou attempts to strike down a single target dealing 3505 damage. This attack cannot target a clone or an unintended target, cannot be auto-dodged and can target an opponent in stealth as if they were regularly targeting an opponent (but this is done at -3 accuracy).

Cost:
Rank 1: 2.75 Ap, 1400 Cp
Rank 2: 2.75 Ap, 1750 Cp
Rank 3: 2.75 Ap, 2100 Cp

Notes:
- May only be used once per round.
- If the opponent was in stealth when they were hit with this attack, this attack does not take them out of stealth but they would take the full damage of this attack.

Weapon(s):
Weapons Galore purchase link: (If bought)
[X] = Augment doesn't take up a slot via the Versatile Arms Ability.

[X] = Augment doesn't take up a slot via the Versatile Arms Ability.
[/list]

Equipment:

Curse Seal(s):
Cursed Seal RP Thread: From Where I Stand: Sharing My Strength
Cursed Seal - Regenerate 8% Max CP per round, but cannot recover CP through any other method while the Cursed Seal is active.

Cursed Seal - Stage 2 (Heaven) - +2 All secondaries, +10% All Damage types, all chakra costs -10% and CP/HP cost of Stage 2 is increased to 12 per round.

Contracts:
Contract name:
Contract Approval link:

  • <Insert Class Name>
  • HP: (Creature's Mod 1 + User's Level) x User's Chakra Control
  • CP: (Creature's Mod 2 + User's Level) x User's Chakra Control
  • Class Bonus:
  • High:
  • Average:
  • Low:
Jutsu Sub-types:
1.
2.
3.
Jutsu List: (unlocked based on your summons rank.
4 E-Rank:
4 D-Rank:
4 C-Rank:
4 B-Rank:
6 A-Rank:
Abilities:
1.
2.(Unlocked at B-rank)
3.(Unlocked at S-rank)
Specialized Ability:
(paste code found under your contract's information here)

Kinjutsu:
Kinjutsu Name:Abomination
Kinjutsu Approval Link: Approval
Kinjutsu path(s) Approval links:
Abomination
AB.jpg

Kinjutsu Approval
Roleplay:Metamorphosis [Ft. Keniwa & Aria]
Cursed Seals have long been seen as a dark practice due to their destruction of their host's body, but power-at-any-cost comes appealing to many. Occasionally, there are those who's bodies have an unnatural affinity to the Curse Seal, and rather than break down under a Seal's power merge with it in a form of symbiosis that mutates their own body. The original seal is little more than a birthmark at this point, with the true affects of the seal becoming a 'natural' bodily function to them. Demon, mutant, oni, monster...there are many names for them, but this new power and body-reshaping abilities lead them to be seen as an Abomination.

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

Effects:
- The user gains access to the Cursed Seal Ability and will not take up a slot. If the user already has the ability upon gaining Abomination, the Cursed Seal Ability will no longer take up a slot.
- CP Modifier Reduction from Cursed Seal is halved, the user only losing 2 Max CP Modifier every 10 seconds. The user slowly regains their lost CP Modifiers by 2 every 10 seconds inactive.
- HP/CP Modifier Reduction from Stage 2 Cursed Seals is lowered by 4. The user slowly regains their lost HP/CP Modifiers by 1 every 10 seconds inactive.
- The User's Cursed Seal activates in 0 seconds.
-The User may activate Cursed Seal: Stage 2 after having their Base Cursed Seal active for 5 seconds.
-The user may re-activate their Cursed Seal in battle but has a 5-second cooldown upon deactivation.
-The user may re-activate their Cursed Seal: Stage 2 in battle but it requires a 10-second cooldown after it deactivates.
- This Kinjutsu, all of its techniques, and its user are considered Cursed

- Abomination's active techniques (Metamorph, Chrysalis and Malevolent Annihilation) has a unique Mutation mechanic which modifies/adds bonuses to the said technique each time it reaches a new stage of Mutation. Each technique has its own unique Mutation Condition found beneath it.

---

Adaptive Mutation - Kinjutsu Ability
AB4.jpg

Ability/Jutsu Description
Purchase Link
An Abomination's mutation is not limited to that of their own body but to the extent of their capability. Instinctively releasing enzymes to fuel their Cursed Seal in order to adapt to any given situation. This trait makes Abominations a dangerous threat in prolonged combat, merely increasing in power as well as resilience against attacks overtime.

Information
Prerequisites: Abomination

Effect: If the user initially loses 10% of their maximum Health, they gain +2 Custom Class Points in which they may apply to their current Custom Class at the start of the following round. Each time they lose 10% of their maximum Health after the first, they only gain +1 Custom Class Point.

Note:
- Does not take an Ability Slot
- The user -must- state what these points should be used for at this time and failure to do so will result to lost of said points for the remainder of battle.
- The user may only spend their Custom Class Points from Adaptive Mutation from bonuses of 3 Points and below (with the exception of +1 Inventory not being a valid option).
- Recovering health and receiving damage does not take away bonuses from this ability, nor does it allow the user to re-obtain Custom Class Points for Max HP thresholds they have already gotten the points for.

---

Viral Affliction - Kinjutsu Ability
AB2.jpg

Ability/Jutsu Description
Purchase Link
The body of the Abomination is naturally receptive to the taint of a Curse Seal and embraces it in a unique way through their mutations. The same cannot be said for others though; coming into contact or even just being around an Abomination comes with the risk of being infected by their ever-mutating genetics, infecting others like a plague. Even other Abomination are not immune to the unique traits of each other.

Information
Prerequisites: Abomination

Effect: Each round, up to two random opponents in the battle must make a check against the user, failing this check causes the target(s) to suffer from half of the opposite effects of the user's Cursed Seal for the round. If the target fails the check twice in a row and every round after, they suffer from the full opposite effects of the user's Cursed Seal for the round.

Special Action - Plague Affliction: At the end of the round, the user may choose to increase their Cursed Seal's CP Mod penalty by an additional 2 mod points for the following round; doing so grants the user +2 to their next check(s) and it will apply to all opponents in battle.

Notes:
- Does not take an Ability Slot
- Requires the user to have their Cursed Seal active.
- The user must declare which accuracy to use upon activating both their Cursed Seal and Viral Affliction, either be Melee Accuracy, Ranged Accuracy, Ninjutsu Accuracy or Genjutsu Difficulty.
- If the user has "1 Free basic attack per round" for their Cursed Seal bonus, this forces a target to perform a Basic Attack at the start of each round. All costs are paid as normal. If the target is not equipped with a weapon, they will still perform a Basic Attack with Unarmed Damage at normal Damage Modifier and Accuracy.
- If the user has "+1 Inventory slot" for their Cursed Seal bonus, a random item in the target's inventory will be disabled for the round and cannot be used.
- If the user has "+5% Sneak attack chance" for their Curse Seal bonus, this causes any sneak attacks performed by the victim to be modded as normal attacks.
- If the user has the "Ignore 1 point of debuff" option, the victim suffers a random point of debuff for the round.
- If the user has any of the 4 point 'special' options from the Curse Seal ability, those are not 'reversed and transferred' by this ability. In this case, the user may choose a different penalty equal to 4 points to be used in its place.

---

Metamorph - B-Rank Taijutsu
RHLHyLG.png

Ability/Jutsu Description
Purchase Link (M)
One of the most known abilities of an Abomination, this is perhaps the skill that have forever labeled them as monsters to the majority of the world. As their Curse seals have been broken down into enzymes within their body, they can undergo spontaneous physical mutations during the activation of their seal. What this change, or how it effects them, is often different from on Abomination to the next.

Information
Prerequisites: Abomination, B-Rank

Effect: Upon use, the user chooses 1 Augment in their inventory (not in their weapon) and creates a Metamorph with it in the user's body. While the Metamorph is active, the chosen augment is applied to the user directly and affects all attacks made by the user (not just Taijutsu). The Metamorph limb is destroyed upon reaching Sprained Called Shot penalty.

Rank1: Allows access to First Mutation.
Mastered: Allows access to Second Mutation.

Mutation Condition: While Metamorph is active and is in its Base Effect or First Mutation, every next round will cause it to evolve to the next Mutation.
  • First Mutation: The Metamorph limb is destroyed upon reaching Fractured Called Shot penalty.
  • Second Mutation: The Metamorph limb is destroyed upon reaching Broken Called Shot penalty.
  • Final Mutation: May add an additional Augment for a maximum of 2 to their Metamorph limb as well ignore the first 2 successful Called Shot penalty inflicted on it.

Cost: 2.25 AP, 545 Chakra and 275 Chakra per round.

Note:
- Requires Cursed Seal active.
- If at any point a Mutated Metamorph is destroyed, it will revert back to its previous Mutation the next time it is used. This does not apply when it reaches Final Mutation nor will it apply when it is already as its First Mutation.
- The Metamorph is treated as a valid Called Shot target for all intents and purposes, and may be damaged and healed following the same rules.
- There is a 2-round cooldown if the Metamorphis destroyed through Called Shot and a round cooldown if Metamorph is no longer maintained.

---

Chrysalis - B-Rank Ninjutsu
kywE2Ix.png

Ability/Jutsu Description
Purchase Link (M)
Forcing a unique mutation in their body, the Abomination wraps themselves with their own flesh and with the strength of their Cursed Seal, reinforces the outer layer of to the point it becomes harder than steel. From within, the Abomination allows themselves to recover and re-organize their genetic makeup within the safety of their shell before unleashing a fully energized attack upon emerging.

Information
Prerequisites: Abomination, B-Rank

Effect: The user creates a barrier around themselves with Health equal to 40% of their current Health + 10% of their current Chakra for a full round. While active, the user is considered Resting; upon successfully maintaining the barrier for a full round, the user emerges with the Health they initially had upon activating Chrysalis in addition to any benefit gained through Resting.

Rank 1: Grants access to First Mutation.
Mastered: Grants access to Second Mutation.

Mutation Condition: Each time Chrysalis is used while it is in Base or First Mutation, regardless if it was destroyed or was successful, the next time Chrysalis is used it will evolve to its next Mutation.
  • First Mutation: Barrier gains +15% Damage Reduction while active.
  • Second Mutation: Barrier Health is now equal to 45% of their current Health + 15% of their current Chakra
  • Final Mutation: May be used an additional time in battle.

Cost: 2.5 AP and 30% of the Barrier's Health as Chakra Cost.

Notes:
- Requires Cursed Seal active and does not require handseals.
- The user's Cursed Seal will not lower their CP Mod for the round Chrysalis was used.
- While Chrysalis is active, the user cannot perform any actions but can maintain Chrysalis and any other effects that has been active prior to Chrysalis. If the user is equipped with a weapon, it is not dropped.
- Damage from passive effects applied to them prior to using Chrysalis (e.g Bleeding, Burn, etc) is temporarily halted while Chrysalis is active, and resumes thereafter.
- May only be used once every other round and twice per battle. If used, regardless at which point Chrysalis is used, it will be modded as the first action of the round, overriding all priorities.
- The barrier created from Chrysalis cannot be affected by techniques that may automatically destroy or bypass it. It can only be destroyed if the Barrier's Health drops to 0.
- If at any point the Chrysalis is destroyed (reducing the Barrier's Health to 0) before it completes a full round, the user will only receive resting bonuses for the amount of time up to that point, and recieves the maximum amount of Suppression.

---

Malevolent Annihilation - A-Rank Ninjutsu
2QQsgf2.png

Ability/Jutsu Description
Purchase Link
One of the most destructive techniques in the Abominations repertoire, this technique transforms their body into a hellish and gruesome form, shifting and twisting their own body and skin to create cannon-like openings to their insides. After transforming their bodies, the Abomination then builds up a dangerous portion of their chakra, before unleashing it as a huge wave of energy filled with their own genetic signature in the immediate vicinity, inflicting their very own disease if one has survived from the initial blast.

Information
Prerequisites: Abomination, A-Rank

Effect: Deals 4840 damage to up to 2 targets at -2 Accuracy. Upon successful hit, the target must make a check against the user; failing this check causes them to automatically receive the effects of Viral Affliction.

Rank 1: Grants access to First Mutation.
Mastered: Grants access to Second Mutation.

Mutation Condition: Every use of Malevolent Annihilation evolves it to the next Mutation.
  • First Mutation: If used upon a target already affected by Viral Affliction, the effect may stack a single time.
  • Second Mutation: Malevolent Annihilation may target an additional target.
  • Final Mutation: Targets chosen for Malevolent Annihilation must make a check against Viral Affliction even if they successfully dodged the attack.

Cost: 3 AP and 2,420 Chakra

Note:
- May only be used once round.
- Requires Cursed Seal active and does not require handseals.
- Must use either Melee Accuracy, Ranged Accuracy, Ninjutsu Accuracy or Genjutsu Difficulty for the purpose of both Accuracy and Check. Does not require handseals.

---

Virulence - S-Rank Ninjutsu
AB7.jpg

Ability/Jutsu Description
Purchase Link
An Abomination's body constantly changes, both externally and internally, their genetic makeup slowly twisting and turning, mutating to the next level of power albeit in a slower pace allowing them to remain in control. Though the Abomination always has a dark and destructive technique that allows them to manually cause this changes in a blink of an eye, drastically increasing their power and potential.

Information
Prerequisites: Abomination, S-Rank

Master Rank: Evolves all Abomination Techniques that are currently in the Second Mutation to Final Mutation. This refreshes all cooldown on the Abomination's Viral Affliction, Abomination Techniques and Jutsus. Additionally, the user may chain either Metamorph, Chrysalis or Malevolent Annihilation for -0.5 AP Cost after Virulence.

Cost: 2 AP, 2750 CP

Note:
- May only be used once every other round.
- This will only evolve Abomination Techniques that are in Second Mutation. If an Abomination Technique has reached Second Mutation after Virulence is used, Virulence has to be used once more to evolve the technique to its Final Mutation.
- Refresh allows Abomination Techniques and Jutsus that are usually limited to once per round or once every other round to be used once more in the given round Virulence is used.
- Refresh also applies to Viral Affliction, triggering it once more during the round.
- Refresh does not allow once per battle Jutsus to be used again nor does it apply to Virulence itself.

With all Non-Elemental Ninjutsu mastered, I request a Major Affinity to Non-Elemental!


I've got you, jellybean. Great work! Approved! Enjoy your NE affinity ~ (While it lasts ... maybe they'll stop adding more ... : Pc)
 
Dojo Code:

  • <木ノ葉の黒天 Konoha no Kokuten (Black Angel of the Leaf)>
    HP: (60+lvl) x stamina
    CP: (40+lvl) x chakra control
    Class Bonus: Kinjutsu Option, +10% Chance of inflicting Bleeding
    High: Melee Accuracy
    Average: Genjutsu Save, Dodge, Genjutsu DC
    Low: Ranged Accuracy, Ninjutsu Accuracy
  • Character class approval: N/A
  • Class point card ASP purchase: N/A
Abilities:
1. Quickdraw
Roleplay: Every Ninja Walks On Water

2. Calm Mind
Roleplay: Every Ninja Walks On Water

3. Healing Factor
Roleplay: Every Ninja Walks On Water

4. Initiative
Roleplay: [Examination] Team Red

5. Fearless
Roleplay: Keni vs Mitsuha [Spectator Thread]

6. Versatile Arms
Roleplay: A Molten Core

7. Cursed Seal - Stage 2 (Heaven)
Additional Cursed Seal RP Post (for Stage 2): From Where I Stand: Sharing My Strength (My 3rd Post)

8. Alignment Focus (Cursed)
Roleplay: A Molten Core

9. KINJUTSU

10. KINJUTSU

11. KINJUTSU

Fire - Chakra Style
Roleplay (Purchase): The Winds of Change: Soul Resonance

Shinobi 101 (Kinesis Ninjutsu uses Melee Accuracy)

Free Abilities (from Bloodline/Kinjutsu):
Hidden Power - Bushido (Bloodline Passive, Rank 2)
Cursed Seal - Abomination (Kinjutsu) - Regenerate 8% Max CP per round, but cannot recover CP through any other method while the Cursed Seal is active.

Core Ability/Bloodline:
Nanjirou
Current Power Level: 2350
Approved In Character Creation
Nanjirou
Nanjirou.jpg

A distinct clan of samurai that hail from a land far in the South, they have been the source of some of the greatest weaponmasters throughout the known land. Renown for the lethal finesse they display in their kenjutsu, with some of the most ancient blades, a Nanjirou is said to come of age only when their ancestry awakens within them; gifting them with spiritual link to their ancestors that can be evoked to display advanced techniques honed through generations of experience. The Nanjirou clan's most well known warriors are generally directly tied to one of two famous swordsmen: one who created most of the ancient weapons the clan wields, and the second who created most of the kenjutsu the clan uses in battle.

Note: All Nanjrou Techniques match the Taijutsu Subtype of the weapon with the [Ancient] Augment

084 PL - Ancient Weapon (Rank 1), Dancing Cherry Blossom Petal (Rank 1)
168 PL - Omni-Step (Rank 1)
252 PL - Wisdom of the Ancients (Rank 1)
336 PL - Omni-Step (Rank 2)
420 PL - Ancient Weapon (Rank 2), Zen Shūchū no Kokyū (Rank 1)
504 PL - Dancing Cherry Blossom Petal (Rank 2)
588 PL - Omni-Step (Rank 3), Wisdom of the Ancients (Rank 2)
672 PL - Ancient Weapon (Rank 3), Zen Shūchū no Kokyū (Rank 2)
756 PL - Dancing Cherry Blossom Petal (Rank 3)
840 PL - Wisdom of the Ancients (Rank 3), Zen Shūchū no Kokyū (Rank 3)

---

Ancient Weapon - Passive
The Nanjirou are marked by two things; their weapon, and the ability to use it. These weapons were created well over a thousand years ago by either a clan progenitor or a legendary blacksmith who owed the family some great debt. Yet despite their age, and sometimes even their appearance, these weapons are renowned for a reason. Within the hands of the Nanjirou, they hold a weapon capable of whispering clan secrets that can destroy all its user seeks to end.

Rank 1/2/3: Choose one Weapon and one Weapon Slot in the User’s inventory. The weapon gains the [Ancient] Augment in a free slot. Weapons with the [Ancient] Augment gain an alignment of the user's choice (Holy, Cursed, or Spiritual) and gain a +5/10/15% damage buff to its taijutsu subtype. The weapon slot becomes a Sheath Slot.

Notes:
  • [Ancient] Augment alignment cannot be changed. (ie: if a technique used with the Ancient Weapon would be Cursed, and the sword is Holy, the damage is instead Holy.)
  • A weapon in the Sheath Slot is passively equipped, whenever the user is not wielding any other weapon, does not prevent the usage of hand seals and cannot be disarmed.
  • The user may place or remove a weapon in the Sheath Slot for 0 AP.
  • Unless otherwise stated, a User may only have 1 [Ancient] Augment and 1 Sheath Slot.
  • The user has access to the augments from the weapon in the Sheath Slot.
  • The Alignment and Taijutsu subtype must both be noted in the user's dojo.
  • Hitokogetsu puppets cannot be given the [Ancient] Augment or equipped in the Sheath Slot.

---

Omni-Step - Passive
A Nanjirou’s early training comes in multiple forms of combat so that they can find and adhere to a style of fighting that accentuates their prowess. While all the members of the clan are trained to fight with either sword or spear, the Nanjirou are practitioners in all weapons so that they can know exactly how an enemy plans to fight and rarely do they come across a style of combat that is unfamiliar. Through this intense training they often swap styles of combat to adhere to the opponent they are attempting to strike down.

Rank 1/2/3: When the user enters any style, they gain a Taijutsu Accuracy buff of +1/+2/+3. When the user exits any style, they gain a Dodge buff of +1/+2/+3. Whenever the User enters or leaves a Style, they may spend 1% Max CP to gain 1/2/3 Omniscient Points.

Notes:
  • The Acc and Dodge buff lasts 5 seconds and does not stack with itself. (The user may only have +3 Acc/Dodge from this passive.)
  • There is no limit of Omniscient Points that can be stored.


---

Dancing Cherry Blossom Petal - Clan Style
The first style of combat that Nanjirou are painstakingly made to master is the Iao Technique. Originally trained via a katana, the Nanjirou are then encourage to find a weapon they're more comfortable with in order to maximize their combat potential. By placing their weapon into a resting stance, the clan members are taught to maximize their potential in unleashing single attacks in the attempt to end a battle in one blow; this can be done with blade, fist, or even a gun. Those who have seen this beautiful art know that a Nanjirou is at their deadliest when seemingly relaxed in the middle of combat.

Rank 1/2/3: When the user enters the style, they may choose one of the following blade forms. While in this style, the user may spend 1 Omniscient Point to perform another Blade Form:
  • Joyful Blade - The user may add +1 target to an Offensive Taijutsu Technique. The user deals -10% damage for the remainder of the round; this does not stack.
  • Singing Blade - The Offensive Taijutsu Technique does not count as Melee Contact.
  • Seeking Blade - The user may use a Offensive Taijutsu Technique against a stealthed target that they failed an awareness check on, at -5 accuracy.
  • Eviscerating Blade - Doubles both the Critical buff limit and any Critical bonuses the user has, but halves the user's critical damage modifier.

Cost: 0.5 AP

Notes:
  • The user may enter this style as a Chakra or Physical style.
---

Wisdom of the Ancestors- Buffing Taijutsu
Being able to draw upon their ancestor's is a channel not for strength, but for knowledge. While most samurai are trained in multiple weapons and tend towards mastery of only one, their ability to channel knowledge of ancient warriors that came before them also makes certain that Nanjirou are masters of all weapon styles regardless of preference. The most powerful of Nanjirou can channel the mastery of weapons from their dead ancestors on whim, and then share that knowledge temporarily with others.

Rank 1/2/3: While this technique is maintained, when the user enters or exits a style, they can allow 1/2/3 allies/clones/creations to enter the same style they just entered or exited.

Special Action - Guiding Hand: When the user casts a B Rank or lower Offensive Taijutsu, they can allow 1/2/3 allies/clones/creations to combo with them with the same technique.

Cost: 1.25 AP 240 CP, 120 CP/rnd

Notes:
  • This technique may be maintained for up to 30 seconds.
  • Allied Players already in a Physical or Chakra style will only enter the User's style if they are able to.
  • Allied Players may use a conditional to drop their style to enter the User's style.
  • The special action requires the allies/clones/creations must pay the AP/CP cost.
  • The special action ignores any prerequisites.
  • The special action may be used with Nanjirou Bloodline Techniques.

---

Zen Shūchū no Kokyū - Buffing Taijutsu
The final technique learned from the clan is a simple breathing technique that only about half of every generation of Nanjirou are able to learn; and only half of those, are able to master. By breathing in oxygen in certain patterns and varying degrees of strength they can control their entire body down to directing blood flow itself. Originally made to put them on an even fighting ground with super-human opponents of their homelands, the Nanjirou continued to used this technique to train their young to keep up with Shinobi when they originally landed. Now that chakra has become a plentiful resource for latter generations, this technique now truly shines as the pinnacle of a samurai's training.

Rank 1/2/3: The User’s next Offensive Taijutsu Technique used with their Ancient Weapon is considered Elemental, and deals +5/10/15% extra elemental damage. The User must choose a Special Action.

Special Actions:
  • First Form - Enbu: For the next 10 seconds, the User may Enter, Exit or Switch Styles for 0 AP.
  • Second Form - Kiki Onkō: The User’s next Offensive Taijutsu Technique, which is a Full Hit, will attempt to strike again at half base damage. The second attack cannot crit or be buffed in any way.
  • Third Form - Heki-ra no Ten: The User heals for 50% of any Offensive Taijutsu Technique used with their Ancient Weapon for the next 5 Seconds.

Cost: 1.75 AP 500 CP

Notes:
  • 0 AP style changes from First Form do not generate Omniscient Points.
  • Second Form is considered a Combo.
  • The user may choose which Base Element when they use this Technique (The user may not chose Advanced Elements.)

Weapon(s):
Weapons Galore purchase link: (If bought)
[X] = Augment doesn't take up a slot via the Versatile Arms Ability.

[X] = Augment doesn't take up a slot via the Versatile Arms Ability.
[/list]

Equipment:

Curse Seal(s):
Cursed Seal RP Thread: From Where I Stand: Sharing My Strength
Cursed Seal - Regenerate 8% Max CP per round, but cannot recover CP through any other method while the Cursed Seal is active.

Cursed Seal - Stage 2 (Heaven) - +2 All secondaries, +10% All Damage types, all chakra costs -10% and CP/HP cost of Stage 2 is increased to 12 per round.

Contracts:
Contract name:
Contract Approval link:

  • <Insert Class Name>
  • HP: (Creature's Mod 1 + User's Level) x User's Chakra Control
  • CP: (Creature's Mod 2 + User's Level) x User's Chakra Control
  • Class Bonus:
  • High:
  • Average:
  • Low:
Jutsu Sub-types:
1.
2.
3.
Jutsu List: (unlocked based on your summons rank.
4 E-Rank:
4 D-Rank:
4 C-Rank:
4 B-Rank:
6 A-Rank:
Abilities:
1.
2.(Unlocked at B-rank)
3.(Unlocked at S-rank)
Specialized Ability:
(paste code found under your contract's information here)

Kinjutsu:
Kinjutsu Name:Abomination
Kinjutsu Approval Link: Approval
Kinjutsu path(s) Approval links:
Abomination
AB.jpg


Kinjutsu Approval
Roleplay:Metamorphosis [Ft. Keniwa & Aria]

Cursed Seals have long been seen as a dark practice due to their destruction of their host's body, but power-at-any-cost comes appealing to many. Occasionally, there are those whose bodies have an unnatural affinity to the Cursed Seal, and rather than break down under their leaden powers, they instead merge with it in a form of symbiosis that mutates their own body. The original seal is little more than a birthmark at this point, with the true effects of the seal becoming a 'natural' bodily function to them. Demon, mutant, ogre, lycan...there are many names for them, but this new power and body-reshaping abilities lead them to be seen as an Abomination.

Kinjutsu Table
Adaptive Mutation (Ability)
Viral Affliction (Ability)
Metamorph (B-Rank Technique)
Cursed Seal Stage 2 (B-Rank Technique)
Malevolent Annihilation (A-Rank Technique)
Virulence (S-Rank Technique)

Prerequisites: Kinjutsu Application, B-Rank, 3 Ability Slots, Not be Dark One

Effects:
  • The user gains access to the Cursed Seal Ability and a single Cursed Seal will not take up a slot. If the user already has the ability upon gaining Abomination, the Cursed Seal Ability will no longer take up a slot.
  • This Kinjutsu, all of its techniques, and its user are considered Cursed.
  • User gains a Biomass Pool that has a base amount equal to 20% of their maximum CP. Biomass can be used to cast any Offensive Techniques the user knows and any technique cast this way is considered Cursed and deals +10% damage.
  • CP Modifier Reduction from Cursed Seal is reduced by 2 each round active. The user slowly regains their lost CP Modifiers by 1 each round inactive.
  • The user's Cursed Seal activates in 0 seconds.
  • The user’s Cursed Seal no longer has a cooldown.
  • The User may have the Sage Mode ability, but may not activate it at the same time as a Cursed Seal, unless stated otherwise.

Adaptive Mutation - Kinjutsu Style
AB4.jpg

An Abomination's mutation is not limited to that of their own body but to the extent of their capability. Instinctively, they'll release enzymes to fuel their Cursed Seal in order to adapt to any given situation; making them terrifying opponents no matter what battlefield they stride into. This trait also makes Abominations a dangerous threat in prolonged combat as they eventually began to adapt to their enemy's attacks until they can phase the Abomination's body no more.

Information
Prerequisites: Abomination

Effect: While in this style, the user may transfer 10% of their Current HP into a Biomass Pool for 0 AP. This grants the user +2 Class Points and may stack up to 3 times.

Special Action - Variant Strain: The user may pay 0.5 AP and 1% Max CP to change their Cursed Seal’s Effect.

Note:
  • Counts either as Chakra or Physical Style. Must be declared upon entering.
  • The class points gained this way are lost when the style is dropped, until the style is re-entered.
  • While in this style, the user’s Cursed Seal has no duration.
  • The Special action requires a 10 second cooldown after use.
  • The user may only spend their Custom Class Points from Adaptive Mutation on bonuses of 2 Points and below
  • May not select +1 Inventory slot option.

Viral Affliction - Kinjutsu Ability
AB2.jpg

The body of the Abomination is naturally receptive to the taint of a Cursed Seal and embraces it in a unique way through their mutations. The same cannot be said for others though, as coming into contact, or even just being around an Abomination, comes with the risk of being infected by their ever-mutating genetics; infecting others like a plague. Furthering the mystery of an Abomination's mysterious body is the known fact that this leaking viral energy can effect other Abominations just as easily as it does normal folk.

Information
Prerequisites: Abomination

Effect: At the start of each round 1/2 Hostile Targets of the user's choice must make a check against the user. Failing this check causes the Hostile Targets to gain a stack of Viral Affliction. Each stack of Viral Affliction causes the Hostile Target to take half the user’s Cursed Seal positive buffs as a debuff. (A user with the Astral Seal would apply a debuff of -1 Dodge, -5% Auto Dodge)

Special Action - Plague Affliction: The user may choose to increase their Cursed Seal's CP Mod cost by an additional 2 CP Modifier; doing so grants the user +2 to their next check and will target all valid Hostile Targets.

Special Action - Virulent Plague: The user may spend 0.5 AP and 500 Biomass to force a check against a single Hostile Target and apply a stack of Viral Affliction. This has a 5 second cooldown after use.

Notes:
  • Requires the user to have their Cursed Seal active.
  • The user must select a Technique Subtype in their dojo. Viral Affliction will use this subtype for its accuracy. (If a user selects Will Genjutsu, these checks will use Gen DC, etc).
  • Viral Affliction stacks up to 4.
  • If the user's Cursed Seal ends, the Viral Affliction stacks are lost.
  • Viral Affliction stacks last for 20 seconds.

Metamorph - Buffing Taijutsu
JFwFh9R.png

One of the most well known abilities of an Abomination, this is perhaps the skill that have forever labeled them as monsters to the majority of the world. As their bodies undergo continuous mutations through combat and life, all facilitated by the mark that birthed their current form, eventually they'll come upon a certain power that they consciously notice and like. This evolved strength becomes unique to the Abomination and is always the starting point in their next evolution sequence as they hone it through more combat.

Information
Prerequisites: Abomination, B-Rank

Rank 1/2: Upon use, the user chooses 1/2 Augment(s) in their inventory (not in their weapon) and creates a Metamorph Limb with it. While the Metamorph Limb is active, the chosen augment is applied to the user directly and affects all actions made by the user. The Metamorph Limb is destroyed upon reaching Fractured Called Shot level. Each Called Shot Level disables a random Augment applied to the Metamorph Limb.

Special Action - Reinforced Mutation The user may spend Biomass instead of CP, they may add +1 Augment and the Metamorph Limb is now destroyed upon reaching Broken Called Shot Level. The Metamorph Limb also ignores the first successful Called Shot inflicted on it.

Cost: 2.25 AP, 545 Chakra and 275 Chakra per round.

Note:
  • Requires the user to have their Cursed Seal active.
  • The Metamorph Limb is treated as a valid Called Shot target for all intents and purposes, and may be damaged and healed following the same rules.
  • If the Metamorph Limb is destroyed or no longer maintained, there is a 10 second cooldown before it can be used again.

Cursed Seal Stage 2 - Buffing Ninjutsu
oQ3d79i.png

As an Abomination's understanding of their own power grows they tend to come back around to the original Cursed Seal itself. By drawing in Nature Energy, they can surpass the initial stages of a Cursed Seal, exchanging their sanity to reach even higher levels of power, mutating the body into a more solid form that adapts to their original mutation to bring about a perfect evolution; if only for a moment. While it can only be maintained for a short period of time, the brief burst of power can often turn the tide of battle. There are also stories of how these Abominations have learned to draw the Nature Energy into themselves through the Cursed Seal - removing the need for Sage Training.

Information
Prerequisites: Abomination, B-Rank

Rank 1/2: The user doubles/triples the Positive Buff Effects of their Cursed Seal. Rank 2 unlocks the special action.

Special Action - Corrupted Senjutsu If the user has the Sage Mode ability, the user may pay the cost of this technique using Biomass to enter into Corrupted Sage Mode instead of the above effects while their Cursed Seal is active. Corrupted Sage Mode is Sage Mode with the following differences:
  • When the user enters Sage Mode, the Natural Energy Pool is replaced by the Biomass Pool
  • The user remains Cursed
  • When Corrupted Sage Mode ends, the user does not lose unspent Biomass.
  • The user's Cursed Seal remains active.
  • The user does not summon a contract beast when entering Corrupted Sage Mode.

Cost: 2.5 AP and 730 C, 365 CP/rnd.

Notes:
  • This technique may be maintained for up to 30 seconds
  • Corrupted Senjutsu may be maintained for 10 seconds.

Malevolent Annihilation - Variable Technique
2QQsgf2.png

One of the most destructive techniques in the Abominations repertoire, this technique transforms their body into a hellish and gruesome form, shifting and twisting their own flesh to create cannon-like openings to their insides. After mutating their bodies, the Abomination then builds up a dangerous portion of their chakra before unleashing it as a huge wave of energy filled with their own genetic signature in the immediate vicinity. This inflicts upon opponents their disease like chakra, even if they've managed to survive the initial blast.

Information
Prerequisites: Abomination, A-Rank

Effect: Deals 4840/6050 damage to up to 2 targets at -2 Accuracy. Upon a full hit, the target must make a check against the user; failing this check applies a stack of Viral Affliction.

Special Action - Mutations: The user may spend Biomass instead of CP to cast this technique. Each time this is done, this technique gains one of the following mutations in order, which stack:
  • First Mutation: If used upon a target already affected by Viral Affliction, they gain another 2 stacks.
  • Second Mutation: Malevolent Annihilation may target an additional target.
  • Final Mutation: Targets chosen for Malevolent Annihilation must make a Viral Affliction check even if they successfully dodged the attack.

Cost: 3 AP and 2,420 Chakra

Note:
  • Requires Cursed Seal active
  • This technique’s subtype matches the user’s choice for Viral Affliction
  • This technique uses the same acc as chosen for Viral Affliction.
  • This technique does not require hand seals.
  • Each mutation stage is cumulative, so at Final Mutation stage, all 3 stages will apply.
  • This technique resets to no mutations when it is used at the Final Mutation stage.

Virulence - Variable Technique
AB7.jpg

An Abomination's body constantly changes, both externally and internally, but their ultimate technique relies not on their own transformation and battle adaptation; but in altering those affected by their viral chakra. Through hybrid atrocity, a master of the Cursed Seal learns how to combine both nature and their cursed chakra to reach out into the battlefield and trigger mutations in those that have become sick from their presence. Unlike the monster's unique flesh, most shinobi cannot handle the sudden mutations and twists of their body. In turn, releasing this shock of energy doubles back to the host allowing the Abomination to feed on the tainted chakra of others and give their malleable transformation the edge to adapt further.

Information
Prerequisites: Abomination, S-Rank

Rank 1/2: The user gains Biomass equal to the CP modifier lost from the Cursed Seal, and makes a check against each Hostile Target 0n the battlefield. A successful check causes Hostile Targets to take 1500/1875 per stack of Viral Affliction that they have.

Cost: 4 AP, 2100 CP, 2100 Biomass.

Note:
  • This technique’s subtype matches the user’s choice for Viral Affliction
  • This techniques damage cannot be buffed or reduced by any means.

Updates to my Cursed Seal ability means I gotta choose a new type - I choose Solar:

Solar: +10% DR from all sources, Regenerates 5% HP per round, and all chakra costs are increased by +5%

Also, my Alignment remains Cursed as per my Bloodline's Ancient (previously Ancestral) Weapon as well as Kinjutsu being Cursed. Just saw that in the rules and wanted to clarify.

Also... Cursed Seal Stage 2 is no longer an Ability, so I'll introduce a new one:
Jutsu Mastery
Roleplay Post: Here

On top of that, I'd like to remove Alignment Focus
Roleplay Post to Remove: Here

And introduce in its spot:
Hyperactive
Roleplay Post: Here

On top of THAT (yes, again), I'd like to remove Fire - Chakra Style
Roleplay Post to Remove: Here

And introduce in its spot:
White Kama
Roleplay Post: Here

He also doesn't have a Main Branch ability yet... so I choose Militia
Roleplay Post: Here

Also... my Bloodline changed (Approval of BL Update)! And I chose Masamune! I still want to keep my Kagetsu-Shokuin as my Ancient Weapon according to my Bloodline's first ability (I have no clue if I have to make a request thread for this or not)
[X] = Augment doesn't take up a slot via the Versatile Arms Ability.
 
Dojo Code:

  • <木ノ葉の黒天 Konoha no Kokuten (Black Angel of the Leaf)>
    HP: (60+lvl) x stamina
    CP: (40+lvl) x chakra control
    Class Bonus: Kinjutsu Option, +10% Chance of inflicting Bleeding
    High: Melee Accuracy
    Average: Genjutsu Save, Dodge, Genjutsu DC
    Low: Ranged Accuracy, Ninjutsu Accuracy
  • Character class approval: N/A
  • Class point card ASP purchase: N/A
Abilities:
1. Quickdraw
Roleplay: Every Ninja Walks On Water

2. Calm Mind
Roleplay: Every Ninja Walks On Water

3. Healing Factor
Roleplay: Every Ninja Walks On Water

4. Initiative
Roleplay: [Examination] Team Red

5. Fearless
Roleplay: Keni vs Mitsuha [Spectator Thread]

6. Versatile Arms
Roleplay: A Molten Core

7. Cursed Seal - Stage 2 (Heaven)
Additional Cursed Seal RP Post (for Stage 2): From Where I Stand: Sharing My Strength (My 3rd Post)

8. Alignment Focus (Cursed)
Roleplay: A Molten Core

9. KINJUTSU

10. KINJUTSU

11. KINJUTSU

Fire - Chakra Style
Roleplay (Purchase): The Winds of Change: Soul Resonance

Shinobi 101 (Kinesis Ninjutsu uses Melee Accuracy)

Free Abilities (from Bloodline/Kinjutsu):
Hidden Power - Bushido (Bloodline Passive, Rank 2)
Cursed Seal - Abomination (Kinjutsu) - Regenerate 8% Max CP per round, but cannot recover CP through any other method while the Cursed Seal is active.

Core Ability/Bloodline:
Nanjirou
Current Power Level: 2350
Approved In Character Creation
Nanjirou
Nanjirou.jpg

A distinct clan of samurai that hail from a land far in the South, they have been the source of some of the greatest weaponmasters throughout the known land. Renown for the lethal finesse they display in their kenjutsu, with some of the most ancient blades, a Nanjirou is said to come of age only when their ancestry awakens within them; gifting them with spiritual link to their ancestors that can be evoked to display advanced techniques honed through generations of experience. The Nanjirou clan's most well known warriors are generally directly tied to one of two famous swordsmen: one who created most of the ancient weapons the clan wields, and the second who created most of the kenjutsu the clan uses in battle.

Note: All Nanjrou Techniques match the Taijutsu Subtype of the weapon with the [Ancient] Augment

084 PL - Ancient Weapon (Rank 1), Dancing Cherry Blossom Petal (Rank 1)
168 PL - Omni-Step (Rank 1)
252 PL - Wisdom of the Ancients (Rank 1)
336 PL - Omni-Step (Rank 2)
420 PL - Ancient Weapon (Rank 2), Zen Shūchū no Kokyū (Rank 1)
504 PL - Dancing Cherry Blossom Petal (Rank 2)
588 PL - Omni-Step (Rank 3), Wisdom of the Ancients (Rank 2)
672 PL - Ancient Weapon (Rank 3), Zen Shūchū no Kokyū (Rank 2)
756 PL - Dancing Cherry Blossom Petal (Rank 3)
840 PL - Wisdom of the Ancients (Rank 3), Zen Shūchū no Kokyū (Rank 3)

---

Ancient Weapon - Passive
The Nanjirou are marked by two things; their weapon, and the ability to use it. These weapons were created well over a thousand years ago by either a clan progenitor or a legendary blacksmith who owed the family some great debt. Yet despite their age, and sometimes even their appearance, these weapons are renowned for a reason. Within the hands of the Nanjirou, they hold a weapon capable of whispering clan secrets that can destroy all its user seeks to end.

Rank 1/2/3: Choose one Weapon and one Weapon Slot in the User’s inventory. The weapon gains the [Ancient] Augment in a free slot. Weapons with the [Ancient] Augment gain an alignment of the user's choice (Holy, Cursed, or Spiritual) and gain a +5/10/15% damage buff to its taijutsu subtype. The weapon slot becomes a Sheath Slot.

Notes:
  • [Ancient] Augment alignment cannot be changed. (ie: if a technique used with the Ancient Weapon would be Cursed, and the sword is Holy, the damage is instead Holy.)
  • A weapon in the Sheath Slot is passively equipped, whenever the user is not wielding any other weapon, does not prevent the usage of hand seals and cannot be disarmed.
  • The user may place or remove a weapon in the Sheath Slot for 0 AP.
  • Unless otherwise stated, a User may only have 1 [Ancient] Augment and 1 Sheath Slot.
  • The user has access to the augments from the weapon in the Sheath Slot.
  • The Alignment and Taijutsu subtype must both be noted in the user's dojo.
  • Hitokogetsu puppets cannot be given the [Ancient] Augment or equipped in the Sheath Slot.

---

Omni-Step - Passive
A Nanjirou’s early training comes in multiple forms of combat so that they can find and adhere to a style of fighting that accentuates their prowess. While all the members of the clan are trained to fight with either sword or spear, the Nanjirou are practitioners in all weapons so that they can know exactly how an enemy plans to fight and rarely do they come across a style of combat that is unfamiliar. Through this intense training they often swap styles of combat to adhere to the opponent they are attempting to strike down.

Rank 1/2/3: When the user enters any style, they gain a Taijutsu Accuracy buff of +1/+2/+3. When the user exits any style, they gain a Dodge buff of +1/+2/+3. Whenever the User enters or leaves a Style, they may spend 1% Max CP to gain 1/2/3 Omniscient Points.

Notes:
  • The Acc and Dodge buff lasts 5 seconds and does not stack with itself. (The user may only have +3 Acc/Dodge from this passive.)
  • There is no limit of Omniscient Points that can be stored.


---

Dancing Cherry Blossom Petal - Clan Style
The first style of combat that Nanjirou are painstakingly made to master is the Iao Technique. Originally trained via a katana, the Nanjirou are then encourage to find a weapon they're more comfortable with in order to maximize their combat potential. By placing their weapon into a resting stance, the clan members are taught to maximize their potential in unleashing single attacks in the attempt to end a battle in one blow; this can be done with blade, fist, or even a gun. Those who have seen this beautiful art know that a Nanjirou is at their deadliest when seemingly relaxed in the middle of combat.

Rank 1/2/3: When the user enters the style, they may choose one of the following blade forms. While in this style, the user may spend 1 Omniscient Point to perform another Blade Form:
  • Joyful Blade - The user may add +1 target to an Offensive Taijutsu Technique. The user deals -10% damage for the remainder of the round; this does not stack.
  • Singing Blade - The Offensive Taijutsu Technique does not count as Melee Contact.
  • Seeking Blade - The user may use a Offensive Taijutsu Technique against a stealthed target that they failed an awareness check on, at -5 accuracy.
  • Eviscerating Blade - Doubles both the Critical buff limit and any Critical bonuses the user has, but halves the user's critical damage modifier.

Cost: 0.5 AP

Notes:
  • The user may enter this style as a Chakra or Physical style.
---

Wisdom of the Ancestors- Buffing Taijutsu
Being able to draw upon their ancestor's is a channel not for strength, but for knowledge. While most samurai are trained in multiple weapons and tend towards mastery of only one, their ability to channel knowledge of ancient warriors that came before them also makes certain that Nanjirou are masters of all weapon styles regardless of preference. The most powerful of Nanjirou can channel the mastery of weapons from their dead ancestors on whim, and then share that knowledge temporarily with others.

Rank 1/2/3: While this technique is maintained, when the user enters or exits a style, they can allow 1/2/3 allies/clones/creations to enter the same style they just entered or exited.

Special Action - Guiding Hand: When the user casts a B Rank or lower Offensive Taijutsu, they can allow 1/2/3 allies/clones/creations to combo with them with the same technique.

Cost: 1.25 AP 240 CP, 120 CP/rnd

Notes:
  • This technique may be maintained for up to 30 seconds.
  • Allied Players already in a Physical or Chakra style will only enter the User's style if they are able to.
  • Allied Players may use a conditional to drop their style to enter the User's style.
  • The special action requires the allies/clones/creations must pay the AP/CP cost.
  • The special action ignores any prerequisites.
  • The special action may be used with Nanjirou Bloodline Techniques.

---

Zen Shūchū no Kokyū - Buffing Taijutsu
The final technique learned from the clan is a simple breathing technique that only about half of every generation of Nanjirou are able to learn; and only half of those, are able to master. By breathing in oxygen in certain patterns and varying degrees of strength they can control their entire body down to directing blood flow itself. Originally made to put them on an even fighting ground with super-human opponents of their homelands, the Nanjirou continued to used this technique to train their young to keep up with Shinobi when they originally landed. Now that chakra has become a plentiful resource for latter generations, this technique now truly shines as the pinnacle of a samurai's training.

Rank 1/2/3: The User’s next Offensive Taijutsu Technique used with their Ancient Weapon is considered Elemental, and deals +5/10/15% extra elemental damage. The User must choose a Special Action.

Special Actions:
  • First Form - Enbu: For the next 10 seconds, the User may Enter, Exit or Switch Styles for 0 AP.
  • Second Form - Kiki Onkō: The User’s next Offensive Taijutsu Technique, which is a Full Hit, will attempt to strike again at half base damage. The second attack cannot crit or be buffed in any way.
  • Third Form - Heki-ra no Ten: The User heals for 50% of any Offensive Taijutsu Technique used with their Ancient Weapon for the next 5 Seconds.

Cost: 1.75 AP 500 CP

Notes:
  • 0 AP style changes from First Form do not generate Omniscient Points.
  • Second Form is considered a Combo.
  • The user may choose which Base Element when they use this Technique (The user may not chose Advanced Elements.)

Weapon(s):
Weapons Galore purchase link: (If bought)
[X] = Augment doesn't take up a slot via the Versatile Arms Ability.

[X] = Augment doesn't take up a slot via the Versatile Arms Ability.
[/list]

Equipment:

Curse Seal(s):
Cursed Seal RP Thread: From Where I Stand: Sharing My Strength
Cursed Seal - Regenerate 8% Max CP per round, but cannot recover CP through any other method while the Cursed Seal is active.

Cursed Seal - Stage 2 (Heaven) - +2 All secondaries, +10% All Damage types, all chakra costs -10% and CP/HP cost of Stage 2 is increased to 12 per round.

Contracts:
Contract name:
Contract Approval link:

  • <Insert Class Name>
  • HP: (Creature's Mod 1 + User's Level) x User's Chakra Control
  • CP: (Creature's Mod 2 + User's Level) x User's Chakra Control
  • Class Bonus:
  • High:
  • Average:
  • Low:
Jutsu Sub-types:
1.
2.
3.
Jutsu List: (unlocked based on your summons rank.
4 E-Rank:
4 D-Rank:
4 C-Rank:
4 B-Rank:
6 A-Rank:
Abilities:
1.
2.(Unlocked at B-rank)
3.(Unlocked at S-rank)
Specialized Ability:
(paste code found under your contract's information here)

Kinjutsu:
Kinjutsu Name:Abomination
Kinjutsu Approval Link: Approval
Kinjutsu path(s) Approval links:
Abomination
AB.jpg


Kinjutsu Approval
Roleplay:Metamorphosis [Ft. Keniwa & Aria]

Cursed Seals have long been seen as a dark practice due to their destruction of their host's body, but power-at-any-cost comes appealing to many. Occasionally, there are those whose bodies have an unnatural affinity to the Cursed Seal, and rather than break down under their leaden powers, they instead merge with it in a form of symbiosis that mutates their own body. The original seal is little more than a birthmark at this point, with the true effects of the seal becoming a 'natural' bodily function to them. Demon, mutant, ogre, lycan...there are many names for them, but this new power and body-reshaping abilities lead them to be seen as an Abomination.

Kinjutsu Table
Adaptive Mutation (Ability)
Viral Affliction (Ability)
Metamorph (B-Rank Technique)
Cursed Seal Stage 2 (B-Rank Technique)
Malevolent Annihilation (A-Rank Technique)
Virulence (S-Rank Technique)

Prerequisites: Kinjutsu Application, B-Rank, 3 Ability Slots, Not be Dark One

Effects:
  • The user gains access to the Cursed Seal Ability and a single Cursed Seal will not take up a slot. If the user already has the ability upon gaining Abomination, the Cursed Seal Ability will no longer take up a slot.
  • This Kinjutsu, all of its techniques, and its user are considered Cursed.
  • User gains a Biomass Pool that has a base amount equal to 20% of their maximum CP. Biomass can be used to cast any Offensive Techniques the user knows and any technique cast this way is considered Cursed and deals +10% damage.
  • CP Modifier Reduction from Cursed Seal is reduced by 2 each round active. The user slowly regains their lost CP Modifiers by 1 each round inactive.
  • The user's Cursed Seal activates in 0 seconds.
  • The user’s Cursed Seal no longer has a cooldown.
  • The User may have the Sage Mode ability, but may not activate it at the same time as a Cursed Seal, unless stated otherwise.

Adaptive Mutation - Kinjutsu Style
AB4.jpg

An Abomination's mutation is not limited to that of their own body but to the extent of their capability. Instinctively, they'll release enzymes to fuel their Cursed Seal in order to adapt to any given situation; making them terrifying opponents no matter what battlefield they stride into. This trait also makes Abominations a dangerous threat in prolonged combat as they eventually began to adapt to their enemy's attacks until they can phase the Abomination's body no more.

Information
Prerequisites: Abomination

Effect: While in this style, the user may transfer 10% of their Current HP into a Biomass Pool for 0 AP. This grants the user +2 Class Points and may stack up to 3 times.

Special Action - Variant Strain: The user may pay 0.5 AP and 1% Max CP to change their Cursed Seal’s Effect.

Note:
  • Counts either as Chakra or Physical Style. Must be declared upon entering.
  • The class points gained this way are lost when the style is dropped, until the style is re-entered.
  • While in this style, the user’s Cursed Seal has no duration.
  • The Special action requires a 10 second cooldown after use.
  • The user may only spend their Custom Class Points from Adaptive Mutation on bonuses of 2 Points and below
  • May not select +1 Inventory slot option.

Viral Affliction - Kinjutsu Ability
AB2.jpg

The body of the Abomination is naturally receptive to the taint of a Cursed Seal and embraces it in a unique way through their mutations. The same cannot be said for others though, as coming into contact, or even just being around an Abomination, comes with the risk of being infected by their ever-mutating genetics; infecting others like a plague. Furthering the mystery of an Abomination's mysterious body is the known fact that this leaking viral energy can effect other Abominations just as easily as it does normal folk.

Information
Prerequisites: Abomination

Effect: At the start of each round 1/2 Hostile Targets of the user's choice must make a check against the user. Failing this check causes the Hostile Targets to gain a stack of Viral Affliction. Each stack of Viral Affliction causes the Hostile Target to take half the user’s Cursed Seal positive buffs as a debuff. (A user with the Astral Seal would apply a debuff of -1 Dodge, -5% Auto Dodge)

Special Action - Plague Affliction: The user may choose to increase their Cursed Seal's CP Mod cost by an additional 2 CP Modifier; doing so grants the user +2 to their next check and will target all valid Hostile Targets.

Special Action - Virulent Plague: The user may spend 0.5 AP and 500 Biomass to force a check against a single Hostile Target and apply a stack of Viral Affliction. This has a 5 second cooldown after use.

Notes:
  • Requires the user to have their Cursed Seal active.
  • The user must select a Technique Subtype in their dojo. Viral Affliction will use this subtype for its accuracy. (If a user selects Will Genjutsu, these checks will use Gen DC, etc).
  • Viral Affliction stacks up to 4.
  • If the user's Cursed Seal ends, the Viral Affliction stacks are lost.
  • Viral Affliction stacks last for 20 seconds.

Metamorph - Buffing Taijutsu
JFwFh9R.png

One of the most well known abilities of an Abomination, this is perhaps the skill that have forever labeled them as monsters to the majority of the world. As their bodies undergo continuous mutations through combat and life, all facilitated by the mark that birthed their current form, eventually they'll come upon a certain power that they consciously notice and like. This evolved strength becomes unique to the Abomination and is always the starting point in their next evolution sequence as they hone it through more combat.

Information
Prerequisites: Abomination, B-Rank

Rank 1/2: Upon use, the user chooses 1/2 Augment(s) in their inventory (not in their weapon) and creates a Metamorph Limb with it. While the Metamorph Limb is active, the chosen augment is applied to the user directly and affects all actions made by the user. The Metamorph Limb is destroyed upon reaching Fractured Called Shot level. Each Called Shot Level disables a random Augment applied to the Metamorph Limb.

Special Action - Reinforced Mutation The user may spend Biomass instead of CP, they may add +1 Augment and the Metamorph Limb is now destroyed upon reaching Broken Called Shot Level. The Metamorph Limb also ignores the first successful Called Shot inflicted on it.

Cost: 2.25 AP, 545 Chakra and 275 Chakra per round.

Note:
  • Requires the user to have their Cursed Seal active.
  • The Metamorph Limb is treated as a valid Called Shot target for all intents and purposes, and may be damaged and healed following the same rules.
  • If the Metamorph Limb is destroyed or no longer maintained, there is a 10 second cooldown before it can be used again.

Cursed Seal Stage 2 - Buffing Ninjutsu
oQ3d79i.png

As an Abomination's understanding of their own power grows they tend to come back around to the original Cursed Seal itself. By drawing in Nature Energy, they can surpass the initial stages of a Cursed Seal, exchanging their sanity to reach even higher levels of power, mutating the body into a more solid form that adapts to their original mutation to bring about a perfect evolution; if only for a moment. While it can only be maintained for a short period of time, the brief burst of power can often turn the tide of battle. There are also stories of how these Abominations have learned to draw the Nature Energy into themselves through the Cursed Seal - removing the need for Sage Training.

Information
Prerequisites: Abomination, B-Rank

Rank 1/2: The user doubles/triples the Positive Buff Effects of their Cursed Seal. Rank 2 unlocks the special action.

Special Action - Corrupted Senjutsu If the user has the Sage Mode ability, the user may pay the cost of this technique using Biomass to enter into Corrupted Sage Mode instead of the above effects while their Cursed Seal is active. Corrupted Sage Mode is Sage Mode with the following differences:
  • When the user enters Sage Mode, the Natural Energy Pool is replaced by the Biomass Pool
  • The user remains Cursed
  • When Corrupted Sage Mode ends, the user does not lose unspent Biomass.
  • The user's Cursed Seal remains active.
  • The user does not summon a contract beast when entering Corrupted Sage Mode.

Cost: 2.5 AP and 730 C, 365 CP/rnd.

Notes:
  • This technique may be maintained for up to 30 seconds
  • Corrupted Senjutsu may be maintained for 10 seconds.

Malevolent Annihilation - Variable Technique
2QQsgf2.png

One of the most destructive techniques in the Abominations repertoire, this technique transforms their body into a hellish and gruesome form, shifting and twisting their own flesh to create cannon-like openings to their insides. After mutating their bodies, the Abomination then builds up a dangerous portion of their chakra before unleashing it as a huge wave of energy filled with their own genetic signature in the immediate vicinity. This inflicts upon opponents their disease like chakra, even if they've managed to survive the initial blast.

Information
Prerequisites: Abomination, A-Rank

Effect: Deals 4840/6050 damage to up to 2 targets at -2 Accuracy. Upon a full hit, the target must make a check against the user; failing this check applies a stack of Viral Affliction.

Special Action - Mutations: The user may spend Biomass instead of CP to cast this technique. Each time this is done, this technique gains one of the following mutations in order, which stack:
  • First Mutation: If used upon a target already affected by Viral Affliction, they gain another 2 stacks.
  • Second Mutation: Malevolent Annihilation may target an additional target.
  • Final Mutation: Targets chosen for Malevolent Annihilation must make a Viral Affliction check even if they successfully dodged the attack.

Cost: 3 AP and 2,420 Chakra

Note:
  • Requires Cursed Seal active
  • This technique’s subtype matches the user’s choice for Viral Affliction
  • This technique uses the same acc as chosen for Viral Affliction.
  • This technique does not require hand seals.
  • Each mutation stage is cumulative, so at Final Mutation stage, all 3 stages will apply.
  • This technique resets to no mutations when it is used at the Final Mutation stage.

Virulence - Variable Technique
AB7.jpg

An Abomination's body constantly changes, both externally and internally, but their ultimate technique relies not on their own transformation and battle adaptation; but in altering those affected by their viral chakra. Through hybrid atrocity, a master of the Cursed Seal learns how to combine both nature and their cursed chakra to reach out into the battlefield and trigger mutations in those that have become sick from their presence. Unlike the monster's unique flesh, most shinobi cannot handle the sudden mutations and twists of their body. In turn, releasing this shock of energy doubles back to the host allowing the Abomination to feed on the tainted chakra of others and give their malleable transformation the edge to adapt further.

Information
Prerequisites: Abomination, S-Rank

Rank 1/2: The user gains Biomass equal to the CP modifier lost from the Cursed Seal, and makes a check against each Hostile Target 0n the battlefield. A successful check causes Hostile Targets to take 1500/1875 per stack of Viral Affliction that they have.

Cost: 4 AP, 2100 CP, 2100 Biomass.

Note:
  • This technique’s subtype matches the user’s choice for Viral Affliction
  • This techniques damage cannot be buffed or reduced by any means.

Updates to my Cursed Seal ability means I gotta choose a new type - I choose Solar:

Solar: +10% DR from all sources, Regenerates 5% HP per round, and all chakra costs are increased by +5%

Also, my Alignment remains Cursed as per my Bloodline's Ancient (previously Ancestral) Weapon as well as Kinjutsu being Cursed. Just saw that in the rules and wanted to clarify.

Also... Cursed Seal Stage 2 is no longer an Ability, so I'll introduce a new one:
Jutsu Mastery
Roleplay Post: Here

On top of that, I'd like to remove Alignment Focus
Roleplay Post to Remove: Here

And introduce in its spot:
Hyperactive
Roleplay Post: Here

On top of THAT (yes, again), I'd like to remove Fire - Chakra Style
Roleplay Post to Remove: Here

And introduce in its spot:
White Kama
Roleplay Post: Here

He also doesn't have a Main Branch ability yet... so I choose Militia
Roleplay Post: Here

Also... my Bloodline changed (Approval of BL Update)! And I chose Masamune! I still want to keep my Kagetsu-Shokuin as my Ancient Weapon according to my Bloodline's first ability (I have no clue if I have to make a request thread for this or not)
[X] = Augment doesn't take up a slot via the Versatile Arms Ability.
approved
 
Dojo Code:

  • <木ノ葉の黒天 Konoha no Kokuten (Black Angel of the Leaf)>
    HP: (60+lvl) x stamina
    CP: (40+lvl) x chakra control
    Class Bonus: Kinjutsu Option, +10% Chance of inflicting Bleeding
    High: Melee Accuracy
    Average: Genjutsu Save, Dodge, Genjutsu DC
    Low: Ranged Accuracy, Ninjutsu Accuracy
  • Character class approval: N/A
  • Class point card ASP purchase: N/A
Abilities:
1. Quickdraw
Roleplay: Every Ninja Walks On Water

2. Calm Mind
Roleplay: Every Ninja Walks On Water

3. Healing Factor
Roleplay: Every Ninja Walks On Water

4. Initiative
Roleplay: [Examination] Team Red

5. Fearless
Roleplay: Keni vs Mitsuha [Spectator Thread]

6. Versatile Arms
Roleplay: A Molten Core

7. Cursed Seal - Stage 2 (Heaven)
Additional Cursed Seal RP Post (for Stage 2): From Where I Stand: Sharing My Strength (My 3rd Post)

8. Alignment Focus (Cursed)
Roleplay: A Molten Core

9. KINJUTSU

10. KINJUTSU

11. KINJUTSU

Fire - Chakra Style
Roleplay (Purchase): The Winds of Change: Soul Resonance

Shinobi 101 (Kinesis Ninjutsu uses Melee Accuracy)

Free Abilities (from Bloodline/Kinjutsu):
Hidden Power - Bushido (Bloodline Passive, Rank 2)
Cursed Seal - Abomination (Kinjutsu) - Regenerate 8% Max CP per round, but cannot recover CP through any other method while the Cursed Seal is active.

Core Ability/Bloodline:
Nanjirou
Current Power Level: 2350
Approved In Character Creation
Nanjirou
Nanjirou.jpg

A distinct clan of samurai that hail from a land far in the South, they have been the source of some of the greatest weaponmasters throughout the known land. Renown for the lethal finesse they display in their kenjutsu, with some of the most ancient blades, a Nanjirou is said to come of age only when their ancestry awakens within them; gifting them with spiritual link to their ancestors that can be evoked to display advanced techniques honed through generations of experience. The Nanjirou clan's most well known warriors are generally directly tied to one of two famous swordsmen: one who created most of the ancient weapons the clan wields, and the second who created most of the kenjutsu the clan uses in battle.

Note: All Nanjrou Techniques match the Taijutsu Subtype of the weapon with the [Ancient] Augment

084 PL - Ancient Weapon (Rank 1), Dancing Cherry Blossom Petal (Rank 1)
168 PL - Omni-Step (Rank 1)
252 PL - Wisdom of the Ancients (Rank 1)
336 PL - Omni-Step (Rank 2)
420 PL - Ancient Weapon (Rank 2), Zen Shūchū no Kokyū (Rank 1)
504 PL - Dancing Cherry Blossom Petal (Rank 2)
588 PL - Omni-Step (Rank 3), Wisdom of the Ancients (Rank 2)
672 PL - Ancient Weapon (Rank 3), Zen Shūchū no Kokyū (Rank 2)
756 PL - Dancing Cherry Blossom Petal (Rank 3)
840 PL - Wisdom of the Ancients (Rank 3), Zen Shūchū no Kokyū (Rank 3)

---

Ancient Weapon - Passive
The Nanjirou are marked by two things; their weapon, and the ability to use it. These weapons were created well over a thousand years ago by either a clan progenitor or a legendary blacksmith who owed the family some great debt. Yet despite their age, and sometimes even their appearance, these weapons are renowned for a reason. Within the hands of the Nanjirou, they hold a weapon capable of whispering clan secrets that can destroy all its user seeks to end.

Rank 1/2/3: Choose one Weapon and one Weapon Slot in the User’s inventory. The weapon gains the [Ancient] Augment in a free slot. Weapons with the [Ancient] Augment gain an alignment of the user's choice (Holy, Cursed, or Spiritual) and gain a +5/10/15% damage buff to its taijutsu subtype. The weapon slot becomes a Sheath Slot.

Notes:
  • [Ancient] Augment alignment cannot be changed. (ie: if a technique used with the Ancient Weapon would be Cursed, and the sword is Holy, the damage is instead Holy.)
  • A weapon in the Sheath Slot is passively equipped, whenever the user is not wielding any other weapon, does not prevent the usage of hand seals and cannot be disarmed.
  • The user may place or remove a weapon in the Sheath Slot for 0 AP.
  • Unless otherwise stated, a User may only have 1 [Ancient] Augment and 1 Sheath Slot.
  • The user has access to the augments from the weapon in the Sheath Slot.
  • The Alignment and Taijutsu subtype must both be noted in the user's dojo.
  • Hitokogetsu puppets cannot be given the [Ancient] Augment or equipped in the Sheath Slot.

---

Omni-Step - Passive
A Nanjirou’s early training comes in multiple forms of combat so that they can find and adhere to a style of fighting that accentuates their prowess. While all the members of the clan are trained to fight with either sword or spear, the Nanjirou are practitioners in all weapons so that they can know exactly how an enemy plans to fight and rarely do they come across a style of combat that is unfamiliar. Through this intense training they often swap styles of combat to adhere to the opponent they are attempting to strike down.

Rank 1/2/3: When the user enters any style, they gain a Taijutsu Accuracy buff of +1/+2/+3. When the user exits any style, they gain a Dodge buff of +1/+2/+3. Whenever the User enters or leaves a Style, they may spend 1% Max CP to gain 1/2/3 Omniscient Points.

Notes:
  • The Acc and Dodge buff lasts 5 seconds and does not stack with itself. (The user may only have +3 Acc/Dodge from this passive.)
  • There is no limit of Omniscient Points that can be stored.


---

Dancing Cherry Blossom Petal - Clan Style
The first style of combat that Nanjirou are painstakingly made to master is the Iao Technique. Originally trained via a katana, the Nanjirou are then encourage to find a weapon they're more comfortable with in order to maximize their combat potential. By placing their weapon into a resting stance, the clan members are taught to maximize their potential in unleashing single attacks in the attempt to end a battle in one blow; this can be done with blade, fist, or even a gun. Those who have seen this beautiful art know that a Nanjirou is at their deadliest when seemingly relaxed in the middle of combat.

Rank 1/2/3: When the user enters the style, they may choose one of the following blade forms. While in this style, the user may spend 1 Omniscient Point to perform another Blade Form:
  • Joyful Blade - The user may add +1 target to an Offensive Taijutsu Technique. The user deals -10% damage for the remainder of the round; this does not stack.
  • Singing Blade - The Offensive Taijutsu Technique does not count as Melee Contact.
  • Seeking Blade - The user may use a Offensive Taijutsu Technique against a stealthed target that they failed an awareness check on, at -5 accuracy.
  • Eviscerating Blade - Doubles both the Critical buff limit and any Critical bonuses the user has, but halves the user's critical damage modifier.

Cost: 0.5 AP

Notes:
  • The user may enter this style as a Chakra or Physical style.
---

Wisdom of the Ancestors- Buffing Taijutsu
Being able to draw upon their ancestor's is a channel not for strength, but for knowledge. While most samurai are trained in multiple weapons and tend towards mastery of only one, their ability to channel knowledge of ancient warriors that came before them also makes certain that Nanjirou are masters of all weapon styles regardless of preference. The most powerful of Nanjirou can channel the mastery of weapons from their dead ancestors on whim, and then share that knowledge temporarily with others.

Rank 1/2/3: While this technique is maintained, when the user enters or exits a style, they can allow 1/2/3 allies/clones/creations to enter the same style they just entered or exited.

Special Action - Guiding Hand: When the user casts a B Rank or lower Offensive Taijutsu, they can allow 1/2/3 allies/clones/creations to combo with them with the same technique.

Cost: 1.25 AP 240 CP, 120 CP/rnd

Notes:
  • This technique may be maintained for up to 30 seconds.
  • Allied Players already in a Physical or Chakra style will only enter the User's style if they are able to.
  • Allied Players may use a conditional to drop their style to enter the User's style.
  • The special action requires the allies/clones/creations must pay the AP/CP cost.
  • The special action ignores any prerequisites.
  • The special action may be used with Nanjirou Bloodline Techniques.

---

Zen Shūchū no Kokyū - Buffing Taijutsu
The final technique learned from the clan is a simple breathing technique that only about half of every generation of Nanjirou are able to learn; and only half of those, are able to master. By breathing in oxygen in certain patterns and varying degrees of strength they can control their entire body down to directing blood flow itself. Originally made to put them on an even fighting ground with super-human opponents of their homelands, the Nanjirou continued to used this technique to train their young to keep up with Shinobi when they originally landed. Now that chakra has become a plentiful resource for latter generations, this technique now truly shines as the pinnacle of a samurai's training.

Rank 1/2/3: The User’s next Offensive Taijutsu Technique used with their Ancient Weapon is considered Elemental, and deals +5/10/15% extra elemental damage. The User must choose a Special Action.

Special Actions:
  • First Form - Enbu: For the next 10 seconds, the User may Enter, Exit or Switch Styles for 0 AP.
  • Second Form - Kiki Onkō: The User’s next Offensive Taijutsu Technique, which is a Full Hit, will attempt to strike again at half base damage. The second attack cannot crit or be buffed in any way.
  • Third Form - Heki-ra no Ten: The User heals for 50% of any Offensive Taijutsu Technique used with their Ancient Weapon for the next 5 Seconds.

Cost: 1.75 AP 500 CP

Notes:
  • 0 AP style changes from First Form do not generate Omniscient Points.
  • Second Form is considered a Combo.
  • The user may choose which Base Element when they use this Technique (The user may not chose Advanced Elements.)

Weapon(s):
Weapons Galore purchase link: (If bought)
[X] = Augment doesn't take up a slot via the Versatile Arms Ability.

[X] = Augment doesn't take up a slot via the Versatile Arms Ability.
[/list]

Equipment:

Curse Seal(s):
Cursed Seal RP Thread: From Where I Stand: Sharing My Strength
Cursed Seal - Regenerate 8% Max CP per round, but cannot recover CP through any other method while the Cursed Seal is active.

Cursed Seal - Stage 2 (Heaven) - +2 All secondaries, +10% All Damage types, all chakra costs -10% and CP/HP cost of Stage 2 is increased to 12 per round.

Contracts:
Contract name:
Contract Approval link:

  • <Insert Class Name>
  • HP: (Creature's Mod 1 + User's Level) x User's Chakra Control
  • CP: (Creature's Mod 2 + User's Level) x User's Chakra Control
  • Class Bonus:
  • High:
  • Average:
  • Low:
Jutsu Sub-types:
1.
2.
3.
Jutsu List: (unlocked based on your summons rank.
4 E-Rank:
4 D-Rank:
4 C-Rank:
4 B-Rank:
6 A-Rank:
Abilities:
1.
2.(Unlocked at B-rank)
3.(Unlocked at S-rank)
Specialized Ability:
(paste code found under your contract's information here)

Kinjutsu:
Kinjutsu Name:Abomination
Kinjutsu Approval Link: Approval
Kinjutsu path(s) Approval links:
Abomination
AB.jpg


Kinjutsu Approval
Roleplay:Metamorphosis [Ft. Keniwa & Aria]

Cursed Seals have long been seen as a dark practice due to their destruction of their host's body, but power-at-any-cost comes appealing to many. Occasionally, there are those whose bodies have an unnatural affinity to the Cursed Seal, and rather than break down under their leaden powers, they instead merge with it in a form of symbiosis that mutates their own body. The original seal is little more than a birthmark at this point, with the true effects of the seal becoming a 'natural' bodily function to them. Demon, mutant, ogre, lycan...there are many names for them, but this new power and body-reshaping abilities lead them to be seen as an Abomination.

Kinjutsu Table
Adaptive Mutation (Ability)
Viral Affliction (Ability)
Metamorph (B-Rank Technique)
Cursed Seal Stage 2 (B-Rank Technique)
Malevolent Annihilation (A-Rank Technique)
Virulence (S-Rank Technique)

Prerequisites: Kinjutsu Application, B-Rank, 3 Ability Slots, Not be Dark One

Effects:
  • The user gains access to the Cursed Seal Ability and a single Cursed Seal will not take up a slot. If the user already has the ability upon gaining Abomination, the Cursed Seal Ability will no longer take up a slot.
  • This Kinjutsu, all of its techniques, and its user are considered Cursed.
  • User gains a Biomass Pool that has a base amount equal to 20% of their maximum CP. Biomass can be used to cast any Offensive Techniques the user knows and any technique cast this way is considered Cursed and deals +10% damage.
  • CP Modifier Reduction from Cursed Seal is reduced by 2 each round active. The user slowly regains their lost CP Modifiers by 1 each round inactive.
  • The user's Cursed Seal activates in 0 seconds.
  • The user’s Cursed Seal no longer has a cooldown.
  • The User may have the Sage Mode ability, but may not activate it at the same time as a Cursed Seal, unless stated otherwise.

Adaptive Mutation - Kinjutsu Style
AB4.jpg

An Abomination's mutation is not limited to that of their own body but to the extent of their capability. Instinctively, they'll release enzymes to fuel their Cursed Seal in order to adapt to any given situation; making them terrifying opponents no matter what battlefield they stride into. This trait also makes Abominations a dangerous threat in prolonged combat as they eventually began to adapt to their enemy's attacks until they can phase the Abomination's body no more.

Information
Prerequisites: Abomination

Effect: While in this style, the user may transfer 10% of their Current HP into a Biomass Pool for 0 AP. This grants the user +2 Class Points and may stack up to 3 times.

Special Action - Variant Strain: The user may pay 0.5 AP and 1% Max CP to change their Cursed Seal’s Effect.

Note:
  • Counts either as Chakra or Physical Style. Must be declared upon entering.
  • The class points gained this way are lost when the style is dropped, until the style is re-entered.
  • While in this style, the user’s Cursed Seal has no duration.
  • The Special action requires a 10 second cooldown after use.
  • The user may only spend their Custom Class Points from Adaptive Mutation on bonuses of 2 Points and below
  • May not select +1 Inventory slot option.

Viral Affliction - Kinjutsu Ability
AB2.jpg

The body of the Abomination is naturally receptive to the taint of a Cursed Seal and embraces it in a unique way through their mutations. The same cannot be said for others though, as coming into contact, or even just being around an Abomination, comes with the risk of being infected by their ever-mutating genetics; infecting others like a plague. Furthering the mystery of an Abomination's mysterious body is the known fact that this leaking viral energy can effect other Abominations just as easily as it does normal folk.

Information
Prerequisites: Abomination

Effect: At the start of each round 1/2 Hostile Targets of the user's choice must make a check against the user. Failing this check causes the Hostile Targets to gain a stack of Viral Affliction. Each stack of Viral Affliction causes the Hostile Target to take half the user’s Cursed Seal positive buffs as a debuff. (A user with the Astral Seal would apply a debuff of -1 Dodge, -5% Auto Dodge)

Special Action - Plague Affliction: The user may choose to increase their Cursed Seal's CP Mod cost by an additional 2 CP Modifier; doing so grants the user +2 to their next check and will target all valid Hostile Targets.

Special Action - Virulent Plague: The user may spend 0.5 AP and 500 Biomass to force a check against a single Hostile Target and apply a stack of Viral Affliction. This has a 5 second cooldown after use.

Notes:
  • Requires the user to have their Cursed Seal active.
  • The user must select a Technique Subtype in their dojo. Viral Affliction will use this subtype for its accuracy. (If a user selects Will Genjutsu, these checks will use Gen DC, etc).
  • Viral Affliction stacks up to 4.
  • If the user's Cursed Seal ends, the Viral Affliction stacks are lost.
  • Viral Affliction stacks last for 20 seconds.

Metamorph - Buffing Taijutsu
JFwFh9R.png

One of the most well known abilities of an Abomination, this is perhaps the skill that have forever labeled them as monsters to the majority of the world. As their bodies undergo continuous mutations through combat and life, all facilitated by the mark that birthed their current form, eventually they'll come upon a certain power that they consciously notice and like. This evolved strength becomes unique to the Abomination and is always the starting point in their next evolution sequence as they hone it through more combat.

Information
Prerequisites: Abomination, B-Rank

Rank 1/2: Upon use, the user chooses 1/2 Augment(s) in their inventory (not in their weapon) and creates a Metamorph Limb with it. While the Metamorph Limb is active, the chosen augment is applied to the user directly and affects all actions made by the user. The Metamorph Limb is destroyed upon reaching Fractured Called Shot level. Each Called Shot Level disables a random Augment applied to the Metamorph Limb.

Special Action - Reinforced Mutation The user may spend Biomass instead of CP, they may add +1 Augment and the Metamorph Limb is now destroyed upon reaching Broken Called Shot Level. The Metamorph Limb also ignores the first successful Called Shot inflicted on it.

Cost: 2.25 AP, 545 Chakra and 275 Chakra per round.

Note:
  • Requires the user to have their Cursed Seal active.
  • The Metamorph Limb is treated as a valid Called Shot target for all intents and purposes, and may be damaged and healed following the same rules.
  • If the Metamorph Limb is destroyed or no longer maintained, there is a 10 second cooldown before it can be used again.

Cursed Seal Stage 2 - Buffing Ninjutsu
oQ3d79i.png

As an Abomination's understanding of their own power grows they tend to come back around to the original Cursed Seal itself. By drawing in Nature Energy, they can surpass the initial stages of a Cursed Seal, exchanging their sanity to reach even higher levels of power, mutating the body into a more solid form that adapts to their original mutation to bring about a perfect evolution; if only for a moment. While it can only be maintained for a short period of time, the brief burst of power can often turn the tide of battle. There are also stories of how these Abominations have learned to draw the Nature Energy into themselves through the Cursed Seal - removing the need for Sage Training.

Information
Prerequisites: Abomination, B-Rank

Rank 1/2: The user doubles/triples the Positive Buff Effects of their Cursed Seal. Rank 2 unlocks the special action.

Special Action - Corrupted Senjutsu If the user has the Sage Mode ability, the user may pay the cost of this technique using Biomass to enter into Corrupted Sage Mode instead of the above effects while their Cursed Seal is active. Corrupted Sage Mode is Sage Mode with the following differences:
  • When the user enters Sage Mode, the Natural Energy Pool is replaced by the Biomass Pool
  • The user remains Cursed
  • When Corrupted Sage Mode ends, the user does not lose unspent Biomass.
  • The user's Cursed Seal remains active.
  • The user does not summon a contract beast when entering Corrupted Sage Mode.

Cost: 2.5 AP and 730 C, 365 CP/rnd.

Notes:
  • This technique may be maintained for up to 30 seconds
  • Corrupted Senjutsu may be maintained for 10 seconds.

Malevolent Annihilation - Variable Technique
2QQsgf2.png

One of the most destructive techniques in the Abominations repertoire, this technique transforms their body into a hellish and gruesome form, shifting and twisting their own flesh to create cannon-like openings to their insides. After mutating their bodies, the Abomination then builds up a dangerous portion of their chakra before unleashing it as a huge wave of energy filled with their own genetic signature in the immediate vicinity. This inflicts upon opponents their disease like chakra, even if they've managed to survive the initial blast.

Information
Prerequisites: Abomination, A-Rank

Effect: Deals 4840/6050 damage to up to 2 targets at -2 Accuracy. Upon a full hit, the target must make a check against the user; failing this check applies a stack of Viral Affliction.

Special Action - Mutations: The user may spend Biomass instead of CP to cast this technique. Each time this is done, this technique gains one of the following mutations in order, which stack:
  • First Mutation: If used upon a target already affected by Viral Affliction, they gain another 2 stacks.
  • Second Mutation: Malevolent Annihilation may target an additional target.
  • Final Mutation: Targets chosen for Malevolent Annihilation must make a Viral Affliction check even if they successfully dodged the attack.

Cost: 3 AP and 2,420 Chakra

Note:
  • Requires Cursed Seal active
  • This technique’s subtype matches the user’s choice for Viral Affliction
  • This technique uses the same acc as chosen for Viral Affliction.
  • This technique does not require hand seals.
  • Each mutation stage is cumulative, so at Final Mutation stage, all 3 stages will apply.
  • This technique resets to no mutations when it is used at the Final Mutation stage.

Virulence - Variable Technique
AB7.jpg

An Abomination's body constantly changes, both externally and internally, but their ultimate technique relies not on their own transformation and battle adaptation; but in altering those affected by their viral chakra. Through hybrid atrocity, a master of the Cursed Seal learns how to combine both nature and their cursed chakra to reach out into the battlefield and trigger mutations in those that have become sick from their presence. Unlike the monster's unique flesh, most shinobi cannot handle the sudden mutations and twists of their body. In turn, releasing this shock of energy doubles back to the host allowing the Abomination to feed on the tainted chakra of others and give their malleable transformation the edge to adapt further.

Information
Prerequisites: Abomination, S-Rank

Rank 1/2: The user gains Biomass equal to the CP modifier lost from the Cursed Seal, and makes a check against each Hostile Target 0n the battlefield. A successful check causes Hostile Targets to take 1500/1875 per stack of Viral Affliction that they have.

Cost: 4 AP, 2100 CP, 2100 Biomass.

Note:
  • This technique’s subtype matches the user’s choice for Viral Affliction
  • This techniques damage cannot be buffed or reduced by any means.

Updates to my Cursed Seal ability means I gotta choose a new type - I choose Solar:

Solar: +10% DR from all sources, Regenerates 5% HP per round, and all chakra costs are increased by +5%

Also, my Alignment remains Cursed as per my Bloodline's Ancient (previously Ancestral) Weapon as well as Kinjutsu being Cursed. Just saw that in the rules and wanted to clarify.

Also... Cursed Seal Stage 2 is no longer an Ability, so I'll introduce a new one:
Jutsu Mastery
Roleplay Post: Here

On top of that, I'd like to remove Alignment Focus
Roleplay Post to Remove: Here

And introduce in its spot:
Hyperactive
Roleplay Post: Here

On top of THAT (yes, again), I'd like to remove Fire - Chakra Style
Roleplay Post to Remove: Here

And introduce in its spot:
White Kama
Roleplay Post: Here

He also doesn't have a Main Branch ability yet... so I choose Militia
Roleplay Post: Here

Also... my Bloodline changed (Approval of BL Update)! And I chose Masamune! I still want to keep my Kagetsu-Shokuin as my Ancient Weapon according to my Bloodline's first ability (I have no clue if I have to make a request thread for this or not)
[X] = Augment doesn't take up a slot via the Versatile Arms Ability.
approved

I completely forgot to choose a Jutsu Type for White Kama - I choose Ninjutsu

When gaining this ability, the user must choose either Ninjutsu. Taijutsu or Genjutsu. When the user is hit with a Offensive Technique of the Selected type by a Hostile Target, any Damage taken by it is reduced by 10%. This reduced damage is then added to their Karmic Pool. The user can use their Karmic Pool in the following ways when casting any Offensive Technique:
 
Dojo Code:

  • <木ノ葉の黒天 Konoha no Kokuten (Black Angel of the Leaf)>
    HP: (60+lvl) x stamina
    CP: (40+lvl) x chakra control
    Class Bonus: Kinjutsu Option, +10% Chance of inflicting Bleeding
    High: Melee Accuracy
    Average: Genjutsu Save, Dodge, Genjutsu DC
    Low: Ranged Accuracy, Ninjutsu Accuracy
  • Character class approval: N/A
  • Class point card ASP purchase: N/A
Abilities:
1. Quickdraw
Roleplay: Every Ninja Walks On Water

2. Calm Mind
Roleplay: Every Ninja Walks On Water

3. Healing Factor
Roleplay: Every Ninja Walks On Water

4. Initiative
Roleplay: [Examination] Team Red

5. Fearless
Roleplay: Keni vs Mitsuha [Spectator Thread]

6. Versatile Arms
Roleplay: A Molten Core

7. Cursed Seal - Stage 2 (Heaven)
Additional Cursed Seal RP Post (for Stage 2): From Where I Stand: Sharing My Strength (My 3rd Post)

8. Alignment Focus (Cursed)
Roleplay: A Molten Core

9. KINJUTSU

10. KINJUTSU

11. KINJUTSU

Fire - Chakra Style
Roleplay (Purchase): The Winds of Change: Soul Resonance

Shinobi 101 (Kinesis Ninjutsu uses Melee Accuracy)

Free Abilities (from Bloodline/Kinjutsu):
Hidden Power - Bushido (Bloodline Passive, Rank 2)
Cursed Seal - Abomination (Kinjutsu) - Regenerate 8% Max CP per round, but cannot recover CP through any other method while the Cursed Seal is active.

Core Ability/Bloodline:
Nanjirou
Current Power Level: 2350
Approved In Character Creation
Nanjirou
Nanjirou.jpg

A distinct clan of samurai that hail from a land far in the South, they have been the source of some of the greatest weaponmasters throughout the known land. Renown for the lethal finesse they display in their kenjutsu, with some of the most ancient blades, a Nanjirou is said to come of age only when their ancestry awakens within them; gifting them with spiritual link to their ancestors that can be evoked to display advanced techniques honed through generations of experience. The Nanjirou clan's most well known warriors are generally directly tied to one of two famous swordsmen: one who created most of the ancient weapons the clan wields, and the second who created most of the kenjutsu the clan uses in battle.

Note: All Nanjrou Techniques match the Taijutsu Subtype of the weapon with the [Ancient] Augment

084 PL - Ancient Weapon (Rank 1), Dancing Cherry Blossom Petal (Rank 1)
168 PL - Omni-Step (Rank 1)
252 PL - Wisdom of the Ancients (Rank 1)
336 PL - Omni-Step (Rank 2)
420 PL - Ancient Weapon (Rank 2), Zen Shūchū no Kokyū (Rank 1)
504 PL - Dancing Cherry Blossom Petal (Rank 2)
588 PL - Omni-Step (Rank 3), Wisdom of the Ancients (Rank 2)
672 PL - Ancient Weapon (Rank 3), Zen Shūchū no Kokyū (Rank 2)
756 PL - Dancing Cherry Blossom Petal (Rank 3)
840 PL - Wisdom of the Ancients (Rank 3), Zen Shūchū no Kokyū (Rank 3)

---

Ancient Weapon - Passive
The Nanjirou are marked by two things; their weapon, and the ability to use it. These weapons were created well over a thousand years ago by either a clan progenitor or a legendary blacksmith who owed the family some great debt. Yet despite their age, and sometimes even their appearance, these weapons are renowned for a reason. Within the hands of the Nanjirou, they hold a weapon capable of whispering clan secrets that can destroy all its user seeks to end.

Rank 1/2/3: Choose one Weapon and one Weapon Slot in the User’s inventory. The weapon gains the [Ancient] Augment in a free slot. Weapons with the [Ancient] Augment gain an alignment of the user's choice (Holy, Cursed, or Spiritual) and gain a +5/10/15% damage buff to its taijutsu subtype. The weapon slot becomes a Sheath Slot.

Notes:
  • [Ancient] Augment alignment cannot be changed. (ie: if a technique used with the Ancient Weapon would be Cursed, and the sword is Holy, the damage is instead Holy.)
  • A weapon in the Sheath Slot is passively equipped, whenever the user is not wielding any other weapon, does not prevent the usage of hand seals and cannot be disarmed.
  • The user may place or remove a weapon in the Sheath Slot for 0 AP.
  • Unless otherwise stated, a User may only have 1 [Ancient] Augment and 1 Sheath Slot.
  • The user has access to the augments from the weapon in the Sheath Slot.
  • The Alignment and Taijutsu subtype must both be noted in the user's dojo.
  • Hitokogetsu puppets cannot be given the [Ancient] Augment or equipped in the Sheath Slot.

---

Omni-Step - Passive
A Nanjirou’s early training comes in multiple forms of combat so that they can find and adhere to a style of fighting that accentuates their prowess. While all the members of the clan are trained to fight with either sword or spear, the Nanjirou are practitioners in all weapons so that they can know exactly how an enemy plans to fight and rarely do they come across a style of combat that is unfamiliar. Through this intense training they often swap styles of combat to adhere to the opponent they are attempting to strike down.

Rank 1/2/3: When the user enters any style, they gain a Taijutsu Accuracy buff of +1/+2/+3. When the user exits any style, they gain a Dodge buff of +1/+2/+3. Whenever the User enters or leaves a Style, they may spend 1% Max CP to gain 1/2/3 Omniscient Points.

Notes:
  • The Acc and Dodge buff lasts 5 seconds and does not stack with itself. (The user may only have +3 Acc/Dodge from this passive.)
  • There is no limit of Omniscient Points that can be stored.


---

Dancing Cherry Blossom Petal - Clan Style
The first style of combat that Nanjirou are painstakingly made to master is the Iao Technique. Originally trained via a katana, the Nanjirou are then encourage to find a weapon they're more comfortable with in order to maximize their combat potential. By placing their weapon into a resting stance, the clan members are taught to maximize their potential in unleashing single attacks in the attempt to end a battle in one blow; this can be done with blade, fist, or even a gun. Those who have seen this beautiful art know that a Nanjirou is at their deadliest when seemingly relaxed in the middle of combat.

Rank 1/2/3: When the user enters the style, they may choose one of the following blade forms. While in this style, the user may spend 1 Omniscient Point to perform another Blade Form:
  • Joyful Blade - The user may add +1 target to an Offensive Taijutsu Technique. The user deals -10% damage for the remainder of the round; this does not stack.
  • Singing Blade - The Offensive Taijutsu Technique does not count as Melee Contact.
  • Seeking Blade - The user may use a Offensive Taijutsu Technique against a stealthed target that they failed an awareness check on, at -5 accuracy.
  • Eviscerating Blade - Doubles both the Critical buff limit and any Critical bonuses the user has, but halves the user's critical damage modifier.

Cost: 0.5 AP

Notes:
  • The user may enter this style as a Chakra or Physical style.
---

Wisdom of the Ancestors- Buffing Taijutsu
Being able to draw upon their ancestor's is a channel not for strength, but for knowledge. While most samurai are trained in multiple weapons and tend towards mastery of only one, their ability to channel knowledge of ancient warriors that came before them also makes certain that Nanjirou are masters of all weapon styles regardless of preference. The most powerful of Nanjirou can channel the mastery of weapons from their dead ancestors on whim, and then share that knowledge temporarily with others.

Rank 1/2/3: While this technique is maintained, when the user enters or exits a style, they can allow 1/2/3 allies/clones/creations to enter the same style they just entered or exited.

Special Action - Guiding Hand: When the user casts a B Rank or lower Offensive Taijutsu, they can allow 1/2/3 allies/clones/creations to combo with them with the same technique.

Cost: 1.25 AP 240 CP, 120 CP/rnd

Notes:
  • This technique may be maintained for up to 30 seconds.
  • Allied Players already in a Physical or Chakra style will only enter the User's style if they are able to.
  • Allied Players may use a conditional to drop their style to enter the User's style.
  • The special action requires the allies/clones/creations must pay the AP/CP cost.
  • The special action ignores any prerequisites.
  • The special action may be used with Nanjirou Bloodline Techniques.

---

Zen Shūchū no Kokyū - Buffing Taijutsu
The final technique learned from the clan is a simple breathing technique that only about half of every generation of Nanjirou are able to learn; and only half of those, are able to master. By breathing in oxygen in certain patterns and varying degrees of strength they can control their entire body down to directing blood flow itself. Originally made to put them on an even fighting ground with super-human opponents of their homelands, the Nanjirou continued to used this technique to train their young to keep up with Shinobi when they originally landed. Now that chakra has become a plentiful resource for latter generations, this technique now truly shines as the pinnacle of a samurai's training.

Rank 1/2/3: The User’s next Offensive Taijutsu Technique used with their Ancient Weapon is considered Elemental, and deals +5/10/15% extra elemental damage. The User must choose a Special Action.

Special Actions:
  • First Form - Enbu: For the next 10 seconds, the User may Enter, Exit or Switch Styles for 0 AP.
  • Second Form - Kiki Onkō: The User’s next Offensive Taijutsu Technique, which is a Full Hit, will attempt to strike again at half base damage. The second attack cannot crit or be buffed in any way.
  • Third Form - Heki-ra no Ten: The User heals for 50% of any Offensive Taijutsu Technique used with their Ancient Weapon for the next 5 Seconds.

Cost: 1.75 AP 500 CP

Notes:
  • 0 AP style changes from First Form do not generate Omniscient Points.
  • Second Form is considered a Combo.
  • The user may choose which Base Element when they use this Technique (The user may not chose Advanced Elements.)

Weapon(s):
Weapons Galore purchase link: (If bought)
[X] = Augment doesn't take up a slot via the Versatile Arms Ability.

[X] = Augment doesn't take up a slot via the Versatile Arms Ability.
[/list]

Equipment:

Curse Seal(s):
Cursed Seal RP Thread: From Where I Stand: Sharing My Strength
Cursed Seal - Regenerate 8% Max CP per round, but cannot recover CP through any other method while the Cursed Seal is active.

Cursed Seal - Stage 2 (Heaven) - +2 All secondaries, +10% All Damage types, all chakra costs -10% and CP/HP cost of Stage 2 is increased to 12 per round.

Contracts:
Contract name:
Contract Approval link:

  • <Insert Class Name>
  • HP: (Creature's Mod 1 + User's Level) x User's Chakra Control
  • CP: (Creature's Mod 2 + User's Level) x User's Chakra Control
  • Class Bonus:
  • High:
  • Average:
  • Low:
Jutsu Sub-types:
1.
2.
3.
Jutsu List: (unlocked based on your summons rank.
4 E-Rank:
4 D-Rank:
4 C-Rank:
4 B-Rank:
6 A-Rank:
Abilities:
1.
2.(Unlocked at B-rank)
3.(Unlocked at S-rank)
Specialized Ability:
(paste code found under your contract's information here)

Kinjutsu:
Kinjutsu Name:Abomination
Kinjutsu Approval Link: Approval
Kinjutsu path(s) Approval links:
Abomination
AB.jpg


Kinjutsu Approval
Roleplay:Metamorphosis [Ft. Keniwa & Aria]

Cursed Seals have long been seen as a dark practice due to their destruction of their host's body, but power-at-any-cost comes appealing to many. Occasionally, there are those whose bodies have an unnatural affinity to the Cursed Seal, and rather than break down under their leaden powers, they instead merge with it in a form of symbiosis that mutates their own body. The original seal is little more than a birthmark at this point, with the true effects of the seal becoming a 'natural' bodily function to them. Demon, mutant, ogre, lycan...there are many names for them, but this new power and body-reshaping abilities lead them to be seen as an Abomination.

Kinjutsu Table
Adaptive Mutation (Ability)
Viral Affliction (Ability)
Metamorph (B-Rank Technique)
Cursed Seal Stage 2 (B-Rank Technique)
Malevolent Annihilation (A-Rank Technique)
Virulence (S-Rank Technique)

Prerequisites: Kinjutsu Application, B-Rank, 3 Ability Slots, Not be Dark One

Effects:
  • The user gains access to the Cursed Seal Ability and a single Cursed Seal will not take up a slot. If the user already has the ability upon gaining Abomination, the Cursed Seal Ability will no longer take up a slot.
  • This Kinjutsu, all of its techniques, and its user are considered Cursed.
  • User gains a Biomass Pool that has a base amount equal to 20% of their maximum CP. Biomass can be used to cast any Offensive Techniques the user knows and any technique cast this way is considered Cursed and deals +10% damage.
  • CP Modifier Reduction from Cursed Seal is reduced by 2 each round active. The user slowly regains their lost CP Modifiers by 1 each round inactive.
  • The user's Cursed Seal activates in 0 seconds.
  • The user’s Cursed Seal no longer has a cooldown.
  • The User may have the Sage Mode ability, but may not activate it at the same time as a Cursed Seal, unless stated otherwise.

Adaptive Mutation - Kinjutsu Style
AB4.jpg

An Abomination's mutation is not limited to that of their own body but to the extent of their capability. Instinctively, they'll release enzymes to fuel their Cursed Seal in order to adapt to any given situation; making them terrifying opponents no matter what battlefield they stride into. This trait also makes Abominations a dangerous threat in prolonged combat as they eventually began to adapt to their enemy's attacks until they can phase the Abomination's body no more.

Information
Prerequisites: Abomination

Effect: While in this style, the user may transfer 10% of their Current HP into a Biomass Pool for 0 AP. This grants the user +2 Class Points and may stack up to 3 times.

Special Action - Variant Strain: The user may pay 0.5 AP and 1% Max CP to change their Cursed Seal’s Effect.

Note:
  • Counts either as Chakra or Physical Style. Must be declared upon entering.
  • The class points gained this way are lost when the style is dropped, until the style is re-entered.
  • While in this style, the user’s Cursed Seal has no duration.
  • The Special action requires a 10 second cooldown after use.
  • The user may only spend their Custom Class Points from Adaptive Mutation on bonuses of 2 Points and below
  • May not select +1 Inventory slot option.

Viral Affliction - Kinjutsu Ability
AB2.jpg

The body of the Abomination is naturally receptive to the taint of a Cursed Seal and embraces it in a unique way through their mutations. The same cannot be said for others though, as coming into contact, or even just being around an Abomination, comes with the risk of being infected by their ever-mutating genetics; infecting others like a plague. Furthering the mystery of an Abomination's mysterious body is the known fact that this leaking viral energy can effect other Abominations just as easily as it does normal folk.

Information
Prerequisites: Abomination

Effect: At the start of each round 1/2 Hostile Targets of the user's choice must make a check against the user. Failing this check causes the Hostile Targets to gain a stack of Viral Affliction. Each stack of Viral Affliction causes the Hostile Target to take half the user’s Cursed Seal positive buffs as a debuff. (A user with the Astral Seal would apply a debuff of -1 Dodge, -5% Auto Dodge)

Special Action - Plague Affliction: The user may choose to increase their Cursed Seal's CP Mod cost by an additional 2 CP Modifier; doing so grants the user +2 to their next check and will target all valid Hostile Targets.

Special Action - Virulent Plague: The user may spend 0.5 AP and 500 Biomass to force a check against a single Hostile Target and apply a stack of Viral Affliction. This has a 5 second cooldown after use.

Notes:
  • Requires the user to have their Cursed Seal active.
  • The user must select a Technique Subtype in their dojo. Viral Affliction will use this subtype for its accuracy. (If a user selects Will Genjutsu, these checks will use Gen DC, etc).
  • Viral Affliction stacks up to 4.
  • If the user's Cursed Seal ends, the Viral Affliction stacks are lost.
  • Viral Affliction stacks last for 20 seconds.

Metamorph - Buffing Taijutsu
JFwFh9R.png

One of the most well known abilities of an Abomination, this is perhaps the skill that have forever labeled them as monsters to the majority of the world. As their bodies undergo continuous mutations through combat and life, all facilitated by the mark that birthed their current form, eventually they'll come upon a certain power that they consciously notice and like. This evolved strength becomes unique to the Abomination and is always the starting point in their next evolution sequence as they hone it through more combat.

Information
Prerequisites: Abomination, B-Rank

Rank 1/2: Upon use, the user chooses 1/2 Augment(s) in their inventory (not in their weapon) and creates a Metamorph Limb with it. While the Metamorph Limb is active, the chosen augment is applied to the user directly and affects all actions made by the user. The Metamorph Limb is destroyed upon reaching Fractured Called Shot level. Each Called Shot Level disables a random Augment applied to the Metamorph Limb.

Special Action - Reinforced Mutation The user may spend Biomass instead of CP, they may add +1 Augment and the Metamorph Limb is now destroyed upon reaching Broken Called Shot Level. The Metamorph Limb also ignores the first successful Called Shot inflicted on it.

Cost: 2.25 AP, 545 Chakra and 275 Chakra per round.

Note:
  • Requires the user to have their Cursed Seal active.
  • The Metamorph Limb is treated as a valid Called Shot target for all intents and purposes, and may be damaged and healed following the same rules.
  • If the Metamorph Limb is destroyed or no longer maintained, there is a 10 second cooldown before it can be used again.

Cursed Seal Stage 2 - Buffing Ninjutsu
oQ3d79i.png

As an Abomination's understanding of their own power grows they tend to come back around to the original Cursed Seal itself. By drawing in Nature Energy, they can surpass the initial stages of a Cursed Seal, exchanging their sanity to reach even higher levels of power, mutating the body into a more solid form that adapts to their original mutation to bring about a perfect evolution; if only for a moment. While it can only be maintained for a short period of time, the brief burst of power can often turn the tide of battle. There are also stories of how these Abominations have learned to draw the Nature Energy into themselves through the Cursed Seal - removing the need for Sage Training.

Information
Prerequisites: Abomination, B-Rank

Rank 1/2: The user doubles/triples the Positive Buff Effects of their Cursed Seal. Rank 2 unlocks the special action.

Special Action - Corrupted Senjutsu If the user has the Sage Mode ability, the user may pay the cost of this technique using Biomass to enter into Corrupted Sage Mode instead of the above effects while their Cursed Seal is active. Corrupted Sage Mode is Sage Mode with the following differences:
  • When the user enters Sage Mode, the Natural Energy Pool is replaced by the Biomass Pool
  • The user remains Cursed
  • When Corrupted Sage Mode ends, the user does not lose unspent Biomass.
  • The user's Cursed Seal remains active.
  • The user does not summon a contract beast when entering Corrupted Sage Mode.

Cost: 2.5 AP and 730 C, 365 CP/rnd.

Notes:
  • This technique may be maintained for up to 30 seconds
  • Corrupted Senjutsu may be maintained for 10 seconds.

Malevolent Annihilation - Variable Technique
2QQsgf2.png

One of the most destructive techniques in the Abominations repertoire, this technique transforms their body into a hellish and gruesome form, shifting and twisting their own flesh to create cannon-like openings to their insides. After mutating their bodies, the Abomination then builds up a dangerous portion of their chakra before unleashing it as a huge wave of energy filled with their own genetic signature in the immediate vicinity. This inflicts upon opponents their disease like chakra, even if they've managed to survive the initial blast.

Information
Prerequisites: Abomination, A-Rank

Effect: Deals 4840/6050 damage to up to 2 targets at -2 Accuracy. Upon a full hit, the target must make a check against the user; failing this check applies a stack of Viral Affliction.

Special Action - Mutations: The user may spend Biomass instead of CP to cast this technique. Each time this is done, this technique gains one of the following mutations in order, which stack:
  • First Mutation: If used upon a target already affected by Viral Affliction, they gain another 2 stacks.
  • Second Mutation: Malevolent Annihilation may target an additional target.
  • Final Mutation: Targets chosen for Malevolent Annihilation must make a Viral Affliction check even if they successfully dodged the attack.

Cost: 3 AP and 2,420 Chakra

Note:
  • Requires Cursed Seal active
  • This technique’s subtype matches the user’s choice for Viral Affliction
  • This technique uses the same acc as chosen for Viral Affliction.
  • This technique does not require hand seals.
  • Each mutation stage is cumulative, so at Final Mutation stage, all 3 stages will apply.
  • This technique resets to no mutations when it is used at the Final Mutation stage.

Virulence - Variable Technique
AB7.jpg

An Abomination's body constantly changes, both externally and internally, but their ultimate technique relies not on their own transformation and battle adaptation; but in altering those affected by their viral chakra. Through hybrid atrocity, a master of the Cursed Seal learns how to combine both nature and their cursed chakra to reach out into the battlefield and trigger mutations in those that have become sick from their presence. Unlike the monster's unique flesh, most shinobi cannot handle the sudden mutations and twists of their body. In turn, releasing this shock of energy doubles back to the host allowing the Abomination to feed on the tainted chakra of others and give their malleable transformation the edge to adapt further.

Information
Prerequisites: Abomination, S-Rank

Rank 1/2: The user gains Biomass equal to the CP modifier lost from the Cursed Seal, and makes a check against each Hostile Target 0n the battlefield. A successful check causes Hostile Targets to take 1500/1875 per stack of Viral Affliction that they have.

Cost: 4 AP, 2100 CP, 2100 Biomass.

Note:
  • This technique’s subtype matches the user’s choice for Viral Affliction
  • This techniques damage cannot be buffed or reduced by any means.

Updates to my Cursed Seal ability means I gotta choose a new type - I choose Solar:

Solar: +10% DR from all sources, Regenerates 5% HP per round, and all chakra costs are increased by +5%

Also, my Alignment remains Cursed as per my Bloodline's Ancient (previously Ancestral) Weapon as well as Kinjutsu being Cursed. Just saw that in the rules and wanted to clarify.

Also... Cursed Seal Stage 2 is no longer an Ability, so I'll introduce a new one:
Jutsu Mastery
Roleplay Post: Here

On top of that, I'd like to remove Alignment Focus
Roleplay Post to Remove: Here

And introduce in its spot:
Hyperactive
Roleplay Post: Here

On top of THAT (yes, again), I'd like to remove Fire - Chakra Style
Roleplay Post to Remove: Here

And introduce in its spot:
White Kama
Roleplay Post: Here

He also doesn't have a Main Branch ability yet... so I choose Militia
Roleplay Post: Here

Also... my Bloodline changed (Approval of BL Update)! And I chose Masamune! I still want to keep my Kagetsu-Shokuin as my Ancient Weapon according to my Bloodline's first ability (I have no clue if I have to make a request thread for this or not)
[X] = Augment doesn't take up a slot via the Versatile Arms Ability.
approved

I completely forgot to choose a Jutsu Type for White Kama - I choose Ninjutsu

When gaining this ability, the user must choose either Ninjutsu. Taijutsu or Genjutsu. When the user is hit with a Offensive Technique of the Selected type by a Hostile Target, any Damage taken by it is reduced by 10%. This reduced damage is then added to their Karmic Pool. The user can use their Karmic Pool in the following ways when casting any Offensive Technique:
also approved
 

Current Ninpocho Time:

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