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:

Setting Information: Sunan Clans

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In the Land of Wind, a Clan is more than just a family name, it is a legacy. Clans are large, extended families bound together by shared ancestry, traditions, and influence that often spans generations. These lineages shape much of Sunagakure’s culture and politics, with some clans acting as protectors of sacred knowledge, others as warriors or artisans, and some balancing multiple roles at once.

Sunagakure no Sato, the "Village Hidden in the Sand" to be exact, is built deep underground to endure the harshness of Wind Country’s deserts, because of this the clans serve as its pillars of stability. Some trace their roots back to the founding of the village with Primus and the First Men, while others rose to prominence later through heroism, innovation, or sacrifice. Together, these clans form a tapestry of alliances and rivalries that define Sunagakure’s identity and history.

Clans are divided into two categories: Noble Clans and Lesser Clans.
  • Noble Clans are the oldest and/or most influential families in Sunagakure’s history, often serving as leaders, diplomats, or guardians of the village itself. Their names carry weight and are deeply entwined with major events in Wind Country’s past.
  • Lesser Clans, while no less proud, are smaller or more specialized families whose roles tend toward unique crafts, covert operations, or vital support work. They may not hold as much political power, but their contributions are essential to the village’s survival and prosperity. Over time, a Lesser Clan that grows in size, renown, or importance could one day be elevated to Noble status.

Players are welcome to create new clans as part of Sunagakure’s ongoing story, adding fresh traditions and perspectives to the village’s ever-evolving legacy.

  • Note to players (1 of 2): If you are interested in making your village an official clan, please place an application for your clan in the Sand Request Area for us to review. The more effort you place in the application, the more likely we are to accept it.
  • Note to players (2 of 2): Not every clan is open to members, meaning that the owner has decided to not add members to their clan, the owner is unavailable or the clan is being used for something very specific in our setting. If a clan is accepting new members or not will be listed with the clan but if you have any questions feel free to contact a Council Member.

List of Wind Country Clans:




Noble Clans




Lesser Clans
 
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Clan Name: Sunahoshi / Sunaku

Current Clan Members

Clan Description
  • The Sunahoshi Clan are the last remaining blood relatives of the One King Primus, the legendary figure who led the rebellion that ended the tyranny of the Ancient-kin over humanity. When Primus succumbed to mortal wounds after defeating the Ancient Lords of the Solar and Flame Courts, leadership of the coalition passed to his last living son, Sunahoshi Nori, later christened as the First Kazekage at the founding of Sunagakure.
  • Often believed to be divinely ordained to rule, the Sunahoshi were historically the only clan to officially hold the title of Kazekage, with the sole exception of Takahashi Sousuke, who claimed the mantle following what many thought to be the severing of the Sunahoshi bloodline. It was later discovered that the bloodline continued through what was considered a "Side Branch" of the Sunahoshi, the Sunaku.
  • In modern times, remnants of the Sunahoshi line have intermarried with the Sunaku Clan. It is estimated that fewer than one in a hundred Sunaku births exhibit Sunahoshi traits, making their lineage both rare and venerated. Due to this discovery, the Sunaku Clan has inherited the role of Noble Clan and has taken on the traditional responsibilities of the Sunahoshi Clan.

Clan History
  • The story of the Sunahoshi is inseparable from the story of Sunagakure itself. Present at the village’s inception, they carried the mantle of leadership passed down by Primus and served as Sunagakure’s stabilizing pillar through countless wars and calamities.
  • Their lineage seemed extinguished following the death of Kazekage Sunahoshi Hiro and the disappearance of his brother Daisuke, casting doubt over the continuation of their divine legacy.
  • Years later, Sunahoshi Katsuo emerged from the desert claiming to be Hiro’s only surviving son. His bloodline was confirmed when he wielded Tatsumasa, the clan’s sacred heirloom sword, a weapon said to only answer to descendants of Primus. Though Katsuo refused the Kazekage title at first, he became renowned for his heroics in defense of the village, including his pivotal role in ending the Diamond Maelstrom.
  • Following generations of intermarriage, the Sunaku evolved as a side branch of the Sunahoshi, their shared heritage reflected in both their affinity for the desert and their deep cultural ties to Sunagakure’s founding families. During the Diamond Maelstrom crisis, Sunaku-born individuals carrying Sunahoshi traits played a crucial role in mitigating the storm’s chaos. By merging their sand manipulation with magnetic control inherited from Primus’s bloodline, they were able to create temporary corridors of calm within the storm’s walls, allowing trade caravans and refugee convoys to pass safely through regions once deemed impassable.

Clan Physical Traits
  • Most members of the clan resemble the Sunaku branch, bearing sun-worn complexions, sandy or earthen hair tones, and features adapted to life in the desert’s extremes. Their physicality often reflects resilience and an affinity for the shifting dunes they command.
  • Due to their widespread presence in Sunagakure’s population, Sunaku traits are considered the village's “baseline,” though subtle variations exist from centuries of intermarriage with other desert-born families.
  • On extremely rare occasions, estimated at fewer than one in a hundred births, children are born with dormant Sunahoshi traits. These individuals exhibit a distinct shift toward golden features as they mature, such as hair or eyes gaining metallic luster, often accompanied by heightened control over lightning or magnetic phenomena.

Bloodlines, Weapons & Abilities
  • Blessed by the Ancient Lord of Desert and Earth, Suna, the Sunahoshi possess mastery over Lightning and its advanced derivatives, particularly Magnetism and Gravity.
  • For centuries, rumors claimed that the Sunahoshi were merely a “high-born” branch of the Sunaku, whispers born from the striking similarities in their sand and desert manipulation. Modern scholarship and bloodline testing have confirmed these legends to be true: the Sunahoshi are in fact an exalted offshoot of the Sunaku line, their abilities refined and elevated through divine favor and selective intermarriage.
  • While Sunaku primarily shape and weaponize sand, the Sunahoshi’s gifts extend beyond the dunes. They influence weather itself, calling lightning from clear skies, coaxing precipitation into the arid desert, and manipulating metals with precise magnetic force.
  • The Sunaku Clan primarily exhibit one of three Bloodlines or Core Abilities: Sunaku, Earthborn, or Wind Valkyrie. These traits define the majority of the clan and form the cultural and martial backbone of Sunagakure’s desert warriors.
  • On rare occasions, dormant Sunahoshi heritage awakens within a Sunaku bloodline. When this occurs, the manifestation is always through the Santaru Bloodline, granting control over lightning, magnetism, and weather phenomena rather than traditional sand techniques.
  • Historic intermarriage with other noble clans, most notably the Uchiha, Hyuuga, and Nanjirou, has occasionally produced unique bloodline hybrids, though such individuals remain exceedingly rare and are often regarded with reverence or suspicion.

Miscellaneous
  • The Sunahoshi Clan is currently under the stewardship of the Sand Council.

How to Join
  • Membership in the Sunaku Clan is primarily inherited by birth, adoption, or marriage. (Character Creation)
  • The Sunaku Clan is open to new members and welcomes characters seeking to explore the rich culture of Sunagakure’s desert-born warriors.
  • Characters may be born into the clan, adopted, or descend from distant branches of the bloodline, provided their backstory aligns with existing Sunagakure lore.
  • To unlock the dormant Sunahoshi lineage, players must obtain explicit approval from the Sand Council, as this rare heritage represents a direct connection to Primus and Sunagakure’s founding line.
 
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Clan Name: Toraono

Branches & Families
  • Toraono Clan / Main Branch Family
  • Hyou Family
  • Oushi-Ouja Family
  • Aikayume (Priest Branch) Family (Led by Aikayume Azusa)
  • Byakko (Medic Branch) Family

Current Clan Members

Clan Description
  • The Kindred of Hyakujuuonouu
    One family within the Toraono Clan descends from the blood of the Demonbeast King Hyakujuuonouu, children of Toraono Kaibudo and Lady Azame. Their defining features include feline eyes, dark or tanned skin, exceptional musculature, and sometimes feline tails. True demonic power, however, is only manifested by the current clan lord and founder Toraono Kaibudo himself.
  • The Kindred of Byakko
    Descended from the celestial beast Byakko, the great white tiger, these members are born with white, gray, or blonde hair and exotic gray, blue, or rare white eyes. They practice the martial art Tora no Ken (Fist of the Tiger), a taijutsu blending inner energy with movement. Some bond with rare desert sand tigers, becoming formidable hunter duos.
  • The Kindred of Ox-King
    Descendants of the demon beast king Oushi-ouja, absorbed by Hyakujuuonouu, these members are larger than average, often with chakra seal crests on their bodies. Males occasionally grow ox-like horns; a rare few women do as well. They master giant transformation jutsu and use their immense strength in combat. Hair colors vary among black, blue, or brown, with brown, blue, or jade green eyes.
  • The Kindred of Hyou
    Descended from the celestial black panther Hyou, these members have very dark skin and hair, often with gold or black eyes. Known for exceptional stealth, they use ninjutsu and genjutsu to strike undetected, influencing shadows with natural ease.
-- The Kindred of Hyakujuuonouu -- one family within the Toraono Clan descends from the blood of the Demonbeast King Hyakujuuonouu. They are the children of Toraono Kaibudo and Lady Azame. As a family their defining features are their feline eyes, reasonably dark or tanned skin, exceptional muscles, and feline tails. Only the current Lord of the Toraono Clan and the founder and sole survivor of the original Toraono clan Toraono Kaibudo himself exude any true demonic power however.

--The Kindred of Byakko -- Some of the Toraono Clan descend from the blood of the celestial beast Byakko, the great white tiger. As such they are normally born with white, gray, or blonde hair with exotic gray, blue, or ever rare completely white eyes. These warriors are able to use taijutsu that combines their inner energy flawlessly with their movements resulting in a combat style known amongst the Toraono Clan as Tora no Ken or Fist of the Tiger. It is said that a Grandmaster of Tora no Ken can kill a being with a single strike without leaving a discernible wound or cause a wound so terrible that it causes blood to erupt from every orifice, even the pores of the skin. Some of these descendants are able to bond with the rare sand tigers that roam the deserts and become a formidable hunter team.

-- The Kindred of Ox-King -- Some of the Toraono Clan descend from the blood of one of the demon beast Kings the Oushi-ouja Ox King whom was actually defeated and absorbed by Hyakujuuonouu, the King of demon beasts and cousin of the celestial white tiger Byakko. Those whom show traits of descent from this line are known to be born larger than most babies. Many are born with special chakra seal crests upon their foreheads, chests, abdomens or backs. As they grow older they show off their inhuman strength and tend to be taller than many of those of the Toraono Clan, the tallest of these warriors actually tapered off at eight feet by the time of her twenty third birthday. The males of this lineage occasionally grow ox like horns, sometimes the women do as well but it is very rare. They are also able to master jutsu’s that allow them to turn into giants. They tend to be born with full heads of black, blue, or brown hair with large brown, blue, or rare jade green eyes. These warriors are able to use taijutsu that combines their great strength and massive size to level mountains, and forests.

-- The Kindred of Hyou-- Some of the Toraono Clan descends from the blood of the celestial beast Hyou, the great black panther. As such they are normally born with extremely dark skin and hair. These members are often born with gold or completely black eyes. These warriors are able to use ninjutsu and Genjutsu in a way that allows them to remain undetected until they strike. Their stealth is so naturally and flawlessly accomplished that their movements can influence the shadows. They tend to be lazy when not challenged but when a hunt is brought forth there are few that can match their natural stealth and hunting skills.
Clan History
  • The Tale of Hyakujuuonouu
    In the dawn of the world, before man was made, Hyakujuuonouu was a mighty demon beast king, a lion forged with power over earth, flame, and wind. Through fierce battles with kin, the white tiger Shiro-Toraono, the black panther Hyou, and the Ox King Oushi-ouja, Hyakujuuonouu gained their powers and marked his body with scars, stripes, and spots as trophies of these epic struggles.
  • These battles forged bonds and granted Hyakujuuonouu agility, speed, stealth, and storm mastery, growing him to twice his original size with massive horns and overwhelming strength. He later protected and cared for the celestial Amaterasu before falling to the Shinigami Okibi in a final battle that ended with Hyakujuuonouu's spirit sent to a pocket dimension, awaiting reincarnation.
  • His descendants, the Toraono Clan, carry the blood and powers of these celestial and demonic beasts, standing as warriors of honor, vengeance, and guardians of Sunagakure’s royalty.
  • The Tale of Hyakujuuonouu
    The Source of the Main Branch Toraono Clan

    Long ago when the world was new and Akuma and Tenchi roamed the world, beasts possessed great powers and the Gods had yet to create man. Hyakujuuonouu was one of the first great demon beasts. As The king of beasts was able to use the prowess and abilities of any beast he'd ever devoured and by the time man was created he'd devoured so many that he had attained the size of a small mountain. He was forged as a lion with swift power over earth, flame, and wind. Cunning, fierce, brave and loyal he accepted any challenge. His first battles were against his kin, which he didn't devour as it were. The bites and bloodloss gave him enough of their spirit to take on their abilities in mixture with his own. "Cousin Shiro-Toraono most beautiful of all our family I challenge you, for I believe Fire & Earth are stronger than wind." mocked Hyakujuuonouu as he stood at the base of the white mountain. Shiro-Toraono the white tiger of the mountains was larger, faster and blessed with claws of wind. "You are wrong little King for my winds and claws can freeze the earth and blow away the fire, you cannot beat me." Shiro-Toraono smiled as he beckoned Hyaku* to meet him on the side of the mountain. Their fight lasted 4 days and 3 nights with Hyakujuuonouu taking more damage than Shiro-Toraono, until at the crest of the mountain Hyaku* caused an eruption and with great ferocity struck Shiro* with the rage and fury of a volcano leaving scars which became stripes from his attacks all over Shiro's body. Shiro conceded the battle to Hyaku* and gave up a portion of his spirit, granting Hyaku minor control over wind and Shiro's ability to swim. "You are amazingly stubborn cousin and so I give you some of my power and I shall forever wear these scars with pride" smirked Shiro* as he bounded back unto the mountain.

    The next opponent to fall before Hyaku* was Hyou the panther. Hyou carried an affinity for the jungle and with it great agility, stealth, and speed. Hyaku* too had garnered lights stripes from his battle with Shiro*. Smiling as he came to the base of the mountain Hyaku* saw eyes peering at him from a great jungle. "Think you can match me in the forest? For you see lost King I rule the jungles, my skills and speed would destroy all your great strength!!" teased Hyou, the great leopard. Hyaku* grinned as he approached " I accept your challenge little cub, but you skill cannot beat my strength, my bite is stronger than yours could ever be" replied Hyaku as he leaped into the forest to find Hyou. Hyaku* and Hyou battled for 2 days and 1 night. Stealthy as Hyou was he could scarcely damage the lion due to his great strength, every time Hyou managed a sneak attack Hyaku* countered after letting Hyou bite him, Hyaku would grapple him to the ground and maul him. After so many bite wounds, Hyou developed huge spots, which he hid by changing his once golden fur to night black. Hyou conceded to Hyaku* and with his spirit granted Hyaku* more agility, speed, and stealth. In response Hyaku's fur became black and his scars from Shiro became grey stripes. "Surely you ARE strong Great king I give you a portion of my power and knowledge and accept these spots as proof of our battle" Hyou grinned looking at his new spots from the multiple bite wounds and with them he stalked off to find his sister Cheetah so he might give her smaller neater spots from loving bites so they might race now and then a blur of spots. Hyaku* waved as Hyou left, tired from blood loss and content. Wiser from his battles with his cousins Hyaku stalked off to the great plains to recover.

    It was during his 4 days of resting that Hyaku* came upon a bison of great size and of such power that his every step shook the earth. Hungry from his week of fighting Hyaku challenged the Ox King for the right to eat one of his kin. "I have great hunger Ox King, and I would feast upon one of your lesser kin if you would allow me, I am not a pauper or a Hyena so I will ask you first." spoke Hyakujuuonouu as he stepped from the grassy knoll he had been resting in. The Ox King turned to face Hyaku* as he spoke. "None of my herd is to be a meal for you this day LITTLE king, go eat a vulture… For I will not let even the sickest, lowest, or weakest of my kin become a meal for you or anyone else." Hyaku* was taken aback by the Oushi-ouja's reply as he had come to him and asked King to King. "I see, since I am not worthy of having one of your lesser then obviously you would have me best you and you would become my meal!!" yelled Hyaku*. The Oushi-ouja trotted over and stood face to face with Hyaku* as he spoke with a low and terrible voice... "You are alone little kitten and I can crush you as I do the grass beneath my hooves, flee before I decide to use your fur to decorate my horns..." Hyaku* interrupted him dis-respectfully... "Silence, you impudent grass eater!!!, I asked in good faith and honor and you could have just said No ,but YOU took offense, Now I will have a piece of your hide!!" At these words Hyaku struck the Ox King across the muzzle damaging his breathing. His second claw struck solid bone as the Oushi-ouja bashed forward gouging a tear into Hyaku*'s left shoulder. Hyaku* leapt back to gain momentum for a charge as the Ox King also reared back to charge. Running directly for one another, both Kings clashed in the middle of the field but Ox King's strength was so great that his charge knocked Hyakujuuonouu far away into a great lake. Knowing lions didn't swim to well he believed the match over and began to rub his muzzle on some broken aloe plants to speed up his healing. Hyaku struck the water's surface feet first, at first skittering and skidding across the water of the lake like a skipped stone before sinking into its depths. A crocodile on the bank of the river leading into the lake laughed for a moment till he saw Hyakujuuonouu swim faster than any feline he had ever seen soaked. With a great and terrible fury Hyaku* leaped from the lake angrier than he had ever been. With great anger and the abilities of his cousins augmenting his own Hyaku* became a blur moving nearly as fast as Pu-ma the cheetah. Wind, earth, and fire fueled his rage and great billows of dust kicked up behind Hyaku's charge as he screamed and leapt from the plains like a streak of night bowling over the Ox King. The Ox King's herd fled in the presence of such a great battle. Oushi-ouja struggled to his feet as a flaming claw bashed him into the sky, with a great leap Hyaku* leapt into the sky above him and struck him back down to the Earth. Oushi-ouja landed and with a great bellow as he called forth a storm while energizing his horns. Hyaku* and the Ox King clashed in a climactic battle that lasted 7 days and 6 nights. After such a long battle both demon beasts were severely wounded and tired yet filled with pride and rage neither King would back down.

    "We shall finish this battle with this final charge..." murmured Oushi-ouja all bloodied and torn. Even his great healing ability was severely taxed. Hyaku didn't reply he simply trotted off in the opposite direction until they stood equal distance apart from one another. The Ox King bellowed once more and lightning energized his horns. Hyaku*s panther enhanced wisdom and cunning helped him think up a killing technique for use against Oushi-ouja. The Ox King charged for Hyaku* like an avalanche falling down a mountain. Hyaku* rushed forward as well but at the last possible moment leapt to the side with a sweeping claw strike to The Ox King's throat as he revealed his latest technique "THROAT RIPPER!!" he screamed. The Ox King fell before Hyaku*s panther inspired technique and with a powerful and thunderous roar he declared himself winner and devoured Oushi-ouja body and spirit. Such was his hunger after such a long fight that not even bones were left uneaten. After such a feast the son of the Ox King approached the now sleepy lion. "I lead the herd now, my father has paid for his pride, and from now on you may have the weakest of us as a meal when you request it from us." Ox King Jr. bellowed and a lesser storm answered his call and he led his herd away. Hyaku* half asleep lazily replied "He only had to say No." as he watched the herd leave.

    Having slept for 14 days he awoke even stronger and enhanced, He was now graced with the horns of the Ox King and power over storms, He had attained a heightened level of strength, a good knowledge of herbs, plants, and streams and was now twice his original size. Having not looked at his reflection in quite some time and having awakened to horns Hyakujuuonouu trotted to the lake and before drinking looked at his reflection. He believed himself to be quite debonair. His fur had a new thicker, healthier, sheen. He had grown massive horns that were as black and shiny as his fur save his grey stripes. His claws were 3 times their original size and his chest, legs and rear haunches were now excessively muscled and defined. Extremely pleased with himself he stalked off to find new challenges it was after his adventures he came upon a celestial woman. This celestial had been severely wounded and was lying against a huge boulder with her hands pinned to it. Approaching it the Tenchi looked up at him in wonder and a small twinge of fear for she had never seen such a massive beast. "I am Hyakujuuonouu, King of Beasts, What has happened here?" asked Hyaku* as he sniffed her breathing in the sweet aroma of heaven yet tantalized by the scent of blood. Carefully flicking his claws he removed the crystals stakes pinning her hands and licked them with a purr hoping to help them mend. Seeing the intelligence in his eyes and witnessing the kindness in his actions Amaterasu whispered "Run... before HE returns, he leads a rebellion against all in a mad quest for power and he will slay any who aid me." Hyaku* was taken aback for a moment, "What is a He?" Amaterasu would have laughed if their situation wouldn't have been so dire. "He is a Shinigami named Okibi but he has become something far more ...." Amaterasu replied as she enticed Hyaku* to follow her. Hyakujuuonouu took a rather confused look as these concepts were far beyond his simple understanding and just nodded and grinned as if he understood. Amaterasu fell as she ran and so he helped her unto his back and ran with all the powers he had gained and those he was created with.

    "Where to?" he asked but Amaterasu had fallen asleep upon his back. Grinning Hyakujuuonouu took her to a large cave he had used as a den a few times before. Despite his massive size they were both able to fit comfortably while he guarded its entrance for a couple of weeks. It was then that a large column of fire burst from the ground in front of him and a being of flaming light stepped before him.

    "I am Okibi, scourge of the earth, leave my sister so I may finish her torture or die." Hyaku* didn't understand everything but he did understand a threat when he heard one and his anger bellowed forth once more. "YOU LEAVE Pitiful (adding a bit to Okibi's name) I am THE KING OF BEASTS Hyakujuuonouu and I do as I please. I find her scent quite nice and I will be talking with her when she awakes." Okibi laughed hard a horrible wilting, grating sound as he pulled a flaming sword from the very air. "Pitiful? Humph God does love creating such unusual things but like the kitten you are I shall end this now." At that Okibi vanished and just as suddenly as he had done so a sharp horrid pain riddled Hyakujunuuoou's heart as he slowly turned his head to see Okibi had stabbed him through the side. Dropping to the ground as blood poured forth Amaterasu slid off his right side. Okibi walked over Hyaku*s body and grabbed Amaterasu by her hair and just as Okibi did so with his last ounce of strength Hyakujuuonouu tried to perform a leaping throat ripper on Okibi but ended up only gashing the side of Okibi's face. It still forced him to drop Amaterasu whom awoke to see the beast king dying. Okibi was preparing to hack Hyakujuuonouu apart when Amaterasu used her ultimate sharingan ability to gather all that Hyaku* was into a spirit ball and with her dying wish send him into another dimension where he would be reincarnated one day.

    Okibi watched contently as they both became dust. "Poor little Amaterasu, you always did love animals..." and at that comment he laughed hideously before disappearing as quickly as he had come. Amaterasu's dying wish had been granted as she returned to her servitude in the heavens and Hyakujuuonouu was left to slumber in a pocket dimension to await the birth of man and the tribe that would serve her as warriors of honor and vengeance as the King of Beasts.

Clan Physical Traits
  • Toraono, Hyou, Byakko: Feline eyes, exceptional musculature, sometimes feline tails or cat-like ears.
  • Oushi-ouja: Ox or bull horns of various sizes, large stature rarely under six feet tall, sometimes bovine tails or ears.

Bloodlines, Weapons & Abilities
  • Favored Elements & Techniques
    • Members possess affinities for Flame, Earth, Wind, and Lightning. Rare members with Water affinity are especially prized. Demonic descendants excel in Kinesis; celestial descendants wield Photons.
    • The Toraono Main Branch displays core abilities including Ghostwalker, Demonic Ancestry, Chakra Attuned, and Nanjirou.
    • The Hyou family is known for shadow manipulation and plant growth control (Nara, Opportunist, Senju, Inuzuka-Feline).
    • Byakko family excels in taijutsu, ice control, and medicine (Hyuuga, Haku, Benevolent).
    • Oushi-ouja specializes in strength, lightning, and weapon forging (Earthborn, Survivalist, Akimichi, Kyoujouran, Wind Valkyrie, and the rare Santaru bloodline linked to Storm King descendants).
  • Clan Fighting Styles
    • Shishi no Ken (Lion’s Fist) - An all-out open combat style inspired by Hyakujuuonouu.
    • Tora no Ken (Tiger’s Fist) - Utilizes inner energy to produce strikes resembling feline claws, extending up to 12 feet beyond normal reach causing bleeding or bruising.
    • Hienshipu-kyaku - Combines kicks and knee strikes into a powerful double kick.
    • Zanretsu-ken - A rapid barrage of punches or kicks used as a counterattack.
    • Haga no Shishi/Tora (Spirit of Lion/Tiger) - Summoning inner energy to heal or harm, including:
      • Shishiku (Lion’s Roar) - Releases a burst of chakra damaging friend and foe alike.
      • Shishimai (Lion Dance) - Enhances speed and strength, producing claw-like marks on enemies, with cat-like eyes, claws, and elongated teeth.

Miscellaneous
  • Though men are the primary warriors, Lady Azame is the true leader of the Toraono Clan. Toraono Kuro, her youngest son, is the chosen lord and the only child born with Kaibudo’s dark powers.
  • Two families, Genbu and Suzaku, are thought lost or dispersed during the war with the Ancients but may yet return.

Clan Responsibilities
  1. Toraono Clan members serve as guardians of royalty, frequently protecting the Kazekage or other Kage during travels. While many become shinobi, others pursue crafts, arts, medicine, science, or diplomacy, maintaining far-reaching ties across Sunagakure and beyond.

Missions and Events [IC]
  • Toraono members may undertake missions under the banner of House Toraono or their internal bloodline, gaining deeper insight into clan workings. While such missions provide no mechanical bonus, they often lead to participation in significant roleplay events.

How to Join
  • Membership in the Toraono Clan is primarily inherited by birth, adoption, or marriage. (Character Creation)
  • Membership in the Toraono Clan is traditionally inherited by birth, yet the clan’s diverse branches and rich heritage have long welcomed those who prove their worth through loyalty, strength, and mastery of clan arts. Adoption and ritual blood ceremonies are honored paths for outsiders to earn their place among the Toraono, especially for those who embody the clan’s fierce spirit and dedication to its legacy.
  • Given the clan’s celestial and demonic bloodlines, all new members must undergo a rigorous vetting process overseen by clan elders to ensure they uphold the values and responsibilities entrusted to the Toraono name.
  • Whether born into the family or accepted through ancient rites, every member shares the sacred duty to protect the clan’s honor, advance its martial traditions, and serve as guardians of Sunagakure’s legacy.
 
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Clan Name: Takahashi

Motto
  • We are King's Men / Nobility Through Tradition

Political Structure
  • Historically, the Takahashi clan has been closely intertwined with the leadership of Sunagakure, often stepping in as Stewards or temporary Kazekage in times when the Sunahoshi line was absent or weakened. With the dissolution of the Kazekage and Steward titles and the transition toward a more collective governance system, the Takahashi have adapted by becoming key power brokers and advisors within the emerging political landscape.
  • Today, the Takahashi serve as trusted strategists, diplomats, and masters of logistics who operate behind the scenes to maintain the stability and prosperity of Sunagakure. Their influence extends beyond mere governance, they act as intermediaries between the noble clans, facilitating alliances, trade, and coordinated defense efforts.
  • While no longer holding formal ruling titles, the Takahashi are regarded as indispensable counselors and guardians of tradition, often guiding the village’s elite families toward unified action in times of crisis. Their skill in crafting, engineering, and warfare ensures they remain respected and influential players in the intricate web of Sunagakure’s clan politics.

Clan History
  • Scholars debate which court the first Takahashi served. Some claim ties to the Earth Court due to their affinity for metals and minerals, though apocryphal records suggest that key documents were stolen by Homura to better equip his gladiators. The clan’s renowned steel is famously ‘Fire Forged’ rather than ‘Earth Forged,’ fueling the belief that the Takahashi historically served the Fire Court as slaves.
  • The Takahashi forged the armor of Primus, with legend telling of one craftsman who died from exhaustion building the suit that enabled Primus to rival both Homura and Fuujin.
  • After Godsfall, the clan earned the title of Stewards and caretakers of the Sunahoshi by decree of Mother Suna, pledging their service as marshals and advisors. Despite close alliance, Takahashi and Sunahoshi clans maintained a tradition of non-intermarriage for over two centuries, the reasons for which remain lost.

Current Members
  • Takahashi Sousuke - PC>NPC

Goals
  • The preservation and prosperity of Sungakure. The Takahashi dedicate themselves to aiding the village in every way possible, be it counsel, craftsmanship, administration, or, when necessary, combat.

Clan Physical Description
  • Some Takahashi bear black sclera rather than white, a trait often linked to dormant dojutsu abilities. Physically, they tend to be less muscular, relying on augmented strength through armor or enchanted trinkets. Most stand under six feet tall and range from wiry to moderately built. Due to their craftsmanship heritage, plain jewelry, often secret anchors for summoning contracts or power sources, is common. The clan is generally humble, not ostentatious, with practicality over pride.

Bloodlines, Weapons & Abilities
  • The Takahashi bloodline is complex and marked by intermarriage with prestigious clans, occasionally exhibiting dojutsu traits from the Hyuuga, Ryu, or Uchiha. Their core affinity lies in earth, metal, and gemstone-based jutsu, wielded with natural ease.
  • Known for sharp intellect and precision, Takahashi members excel at rapid calculations and perfectionism, able to transform mundane materials into powerful tools or weapons. They are often their own harshest critics, endlessly refining their crafts and strategies.
  • While puppetry is a noted clan skill, human puppetry is largely taboo due to respect for free will. Most Takahashi belong to the Journeymen order and possess broad mastery of various arms and devices.

Miscellaneous
  • This clan is owned and managed by Takahashi Sousuke.

How to Join
  • Membership in the Takahashi Clan is primarily inherited by birth, adoption, or marriage. (Character Creation)
  • The clan is also known for fostering promising individuals from outside lineages, welcoming those who demonstrate loyalty, skill, and a willingness to uphold the clan’s traditions. New members often join during character creation or OCR, but exceptions can be made.
 
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Clan Name: Chikamatsu

Motto: "The life of service is more noble than royalty"

Banner: A spiral of 6 flower petals, commonly worn on garment such as a scarf or armband.

Political Structure:
  • The Orchid’s Overseer – The supreme head of the clan, chosen upon the blooming of the Yurei Orchid. The Overseer inherits not only leadership but the collective memories and experiences of previous Overseers, granting profound wisdom and a deep sense of duty. This title always falls to one of Yamanaka lineage and cannot be inherited by birthright alone — only by worthiness and the flower’s choosing.
  • Inner Court – Five trusted individuals personally chosen by the Overseer to bear one of the Orchid’s petals. Members of the Inner Court are bound by soul to the Overseer and one another, forming a singular mind shared across six bodies. Each member contributes unique talents — be they medical mastery, puppetry, strategy, or combat — to safeguard the clan and guide its growth.
  • Clan Council – A rotating body of senior Chikamatsu medics, puppeteers, and researchers who manage day-to-day clan affairs, training programs, and the Arboretum. While they lack the soul-bond of the Inner Court, their counsel provides stability and continuity, especially during times when the Overseer is absent.
  • The Petal Guard – Elite shinobi sworn to defend the Overseer and the Arboretum. Though not spiritually linked, they are entrusted with guarding sacred sites and escorting the Overseer in times of war or pilgrimage.
  • Initiates – Young members of the clan undergoing training in medicine, puppetry, or genjutsu. Initiates are raised with the belief that service to others is the highest form of honor and are expected to aid in both battlefield support and village healing efforts.

Member List:

Goals:
  • Aid those in need, placing the lives of others before personal ambition.
  • Preserve and expand knowledge of medicine, puppetry, and the genjutsu.
  • Nurture harmony within Sunagakure, fostering unity between clans and branches.
  • Serve as healers and protectors in times of war and peace alike.
  • Honor the legacy of past Overseers by guiding future generations toward compassion.
Clan Physical Traits:
  • Light blonde to sandy-colored hair, often worn long or tied back for practical work in medicine or puppetry.
  • Blue eyes ranging from pale sky to deep azure; rumored to glow faintly when bearing the Orchid’s Seal.
  • Lean, small-framed builds adapted to the desert and cave environments where the clan thrives.
  • Soft, androgynous facial features, a reflection of their emphasis on inner beauty and harmony.
  • Subtle floral motifs in clothing, accessories, or even tattoos to symbolize their clan's bond to the Yurei Orchid.

Clan Bloodlines:
  • Yamanaka – The core lineage of the Chikamatsu, granting their signature mind-based techniques and the foundation for the Seal of the Yurei Orchid.
  • Aburame – Introduced through ancient alliances; some branches retain insect-based chakra control suited for stealth and toxin delivery.
  • Senju – A distant heritage that explains the clan’s unique affinity for Wood Release and botanical ninjutsu tied to their Arboretum traditions.

Core Abilities:
  • Celestial Heritage – Descendants blessed with divine chakra that manifests as holy energy. They excel in healing, purification, and defensive support, able to channel sacred power to protect and restore allies, often surpassing normal human limits.
  • Ghost Walker – Masters of stealth and ethereal manipulation, these Chikamatsu use their innate connection to the spirit world and the harsh environment of desert and caves to excel in illusions, infiltration, and striking unseen.
  • Mechanist – Innovators who combine medical knowledge with mechanical and biological constructs. Known for crafting automatous familiars, traps, and advanced equipment, Mechanists bring precision, versatility, and technological mastery to the battlefield.

Clan Weapons:
  • Puppets – Floral-themed puppets serve as both weapons and medical tools, reflecting the clan’s balance of art and utility.
  • Petals & Blossoms – Razor-sharp petals or poisoned flowers symbolize the clan’s harmony between beauty and lethality.
  • Medicinal Tools – Herbal bombs, antidotes, and chakra scalpels embody their role as battlefield medics and innovators.

Clan Abilities:
  • Mastery of Genjutsu – Their Yamanaka roots grant exceptional illusionary prowess, often used for pacification or misdirection rather than harm.
  • Prowess in Medical Ninjutsu – Generations of healers shaped the clan’s reputation as pioneers in poison treatment and field medicine.
  • Elemental Affinity – A blend of Earth, Water, and Wind enables techniques like Wood Release and Poison Release tied to their floral heritage.
  • Puppet Symbiosis – A rare combination of puppetry and medical science, allowing the Chikamatsu to create lifelike constructs that heal or hinder.

History:
  • One of the first nomadic tribes to join an alliance, this clan of flower worshipping desert dwellers used their uncanny affinity in wooden ninjutsu to aid in the construction of what would become Sunagakure. Their skills were also utilized in other manners. As the years went on the children of the Chikamatsu developed stronger and stronger medicinal uses for their jutsu and aided in the formation of the Medical Branch. Commonly found working on the creation of actual medications and antidotes the skills of the clan aided the Sunahoshi during the beginning of their rule. Sunahoshi Noh placed a large amount of trust to the clan as the Caudicus Tower was built and staffed by the first official Med-Nins. Helping lead the innovations which would slowly become the staples of modern medicine the Chikamatsu Clan would carve a slot in the history of the village as a key role within the medical branch.
  • Years passed and Sunahoshi Akina would bestow the clan a large grant to build the Chikamatsu Arboretum. Built with the finest glass to help the plants within catch the sun's rays while preventing the moisture from leaving, the Arboretum was like another world as there was so much green in the middle of the desolate desert.. The clan's focus in the medical field would become strengthened as they would begin to collect herbs and flowers from around the world to grow within the walls of Sunagakure. This became the new normal for the clansmen as they tended the gardens and worked in the medicinal field. Generation after generation the clan's dedication grew stronger and stronger in their desire to help others. Helping the injured over the years in the varying wars, battles, and plague outbreaks the Chikamatsu became a prominent face of the Medical Branch.
  • Within the clan many traditions would begin to develop but the most significant was that of the 'Seal of the Yurei Orchid'. Within the restricted areas of the Arboretum laid the budding inflorescence of an orchid. Year after year a single clansmen would channel their chakra into the plant to sustain its life while the bud of a single flower was ever prevalent and never bloomed. Only upon the death of the Orchid's Overseer did the bud bloom. Six individual petals would develop from the flower granting the first person to touch it significant power. This person would become the next overseer and protector of the Yurei Orchid. The five remaining petal could be sealed within others to grant the Overseer a permanent connection of their minds. Far more than just a Sensory Link this seal caused the souls to merge making their consciousnesses to blur into a single mind. Their combined experiences allowed the Overseer to become wiser beyond their years and more capable of leading the clan. Upon this discovery the brightest clansman of each generation was assigned to care for the Yurei Orchid until it was their turn to become the clan's Overseer.
  • With the ascent to the surface now completed the Chikamatsu Arboretum that was provided by Sunahoshi Akina has falled to ruins, but the Clan worked with the 11th Kazekage, Ryuzaki Raizo, to build a new arboretum in the Omni Prime Medical Facility. It is here where the new generations of Chikamatsu children will learn how to create and cure various poisons as well as work on mastering the Medical Arts to follow in the footsteps of the clansmen that came before them under the current leadership of the Overseer.

Misc:
  • This clan is owned by Chikamatsu Shin.
  • Clan Mini Banners:
    • KJjasBQ.png
      - Overseer/Inner Court
    • RNVrb3P.png
      - Clan Council
    • e2fR15q.png
      - Petal Guard
    • ZvAI3dl.png
      - Initiate

Secret Clan Techniques: CRPJs, BLs, CAs, & Kins.
Secret Art: Mind Thread Jutsu
One of the foundational techniques of the Chikamatsu Clan, the Mind Thread Jutsu allows those with Yamanaka heritage to cast nearly invisible threads of psychic energy from their mind to others. These threads, far more delicate than a puppet master's chakra strings, create temporary telepathic links that allow connected individuals to share thoughts, emotions, and sensory information. In medical teams, this technique enables perfect coordination during complex surgeries. In combat support, it allows field medics to communicate silently across battlefields. The threads can stretch several hundred meters before naturally snapping, though distance creates delay in transmission. This technique is often the first advanced jutsu taught to Chikamatsu initiates with strong Yamanaka lineage.

Information
Prerequisites: Yamanaka Bloodline
Effect: Allows the user to cast a soul thread from their psyche to attach to others, creating a temporary link allowing those connected to pass thoughts, whether verbal, visual, or emotional, freely until the thread is severed by either party. The thread itself is practically invisible to the naked eye unless the viewer has enhanced vision through a Doujutsu similar to the Sharingan or Byakugan. The thread is extremely flexible and can pass through physical objects as it is made of pure mental energy, but can only extend to the distance of a few hundred meters before naturally snapping. As the thread is stretched, delay can become present as it takes longer for mental energy to travel across the ever-thinning strand, but maintaining close proximity can make users feel as if they are sharing one mind due to the speed of transfer on the thicker thread.
Why it can't be used in battle: This is a modification of the already present telepathy available for the Yamanaka bloodline and therefore does not alter any potential use for combat. It functions primarily as enhanced communication.

Secret Art: Mind Web Jutsu
An advanced application of the Mind Thread technique, the Mind Web Jutsu is traditionally used for clan councils, emergency medical consultations, and training exercises. By weaving multiple Mind Threads together and infusing them with specialized Yamanaka chakra, the caster creates an alternate mental space—a shared consciousness where multiple participants can interact with their mental selves while their bodies remain in meditation. This technique was historically used by the Clan Council to debate complex decisions, allowing elders to share memories and experiences directly rather than relying on words alone. Medical teams use it to train for high-stress surgeries in a consequence-free environment. The technique requires all participants to be connected via Mind Thread first, and any individual can sever their connection at will, dissolving their portion of the web.

Information
Prerequisites: Yamanaka Bloodline, Must know Secret Art: Mind Thread Jutsu
Effect: Allows the caster to delicately weave consciousnesses together that are attached via the Secret Art: Mind Thread Jutsu while adding special Yamanaka chakra, creating a shared mental space. Those within the Mind Web are able to move about this genjutsu-like world with their mental selves while their bodies remain in a meditative state. This mental landscape allows users to immerse themselves in shared experiences, training scenarios, or memory exchanges without worrying about damaging their surroundings or hurting themselves. The space persists as long as the caster maintains it and at least two participants remain connected.
Why it can't be used in battle: This jutsu requires a large amount of chakra and immense concentration that wouldn't be possible in battle. All participants must enter a meditative state, leaving their physical bodies vulnerable. The others affected by this technique can sever their section of the web at will as per the Secret Art: Mind Thread Jutsu. The extended concentration required makes this purely a non-combat utility technique.

Secret Art: Floral Fields
A signature technique of the Chikamatsu Clan that showcases their unique connection to plant life and Wood Release heritage. By channeling chakra into the earth, the user causes rapid growth of flowering plants across an area. The size of the field depends on the user's skill and chakra expenditure. While most commonly used to create beautiful displays of the clan's botanical mastery—fields of vibrant flowers blooming in the harsh desert—this technique also serves practical purposes. The Arboretum uses variations of this technique during planting seasons, and field medics can grow specific medicinal flowers on demand. The technique is often one of the first taught to young Chikamatsu to help them understand the relationship between chakra and living things.

Information
Prerequisites: Senju Bloodline or Wood Release
Effect: Summons forth a field of small plants, normally flowers or small flowering cacti but can include shrubbery or young trees. The size of the field depends on the strength and amount of chakra emitted. Plants grown this way are real and living, though they may require normal care to survive long-term. The user can choose which species to grow if they have knowledge of that plant. Senju bloodline users can create larger fields with less chakra expenditure and have finer control over what grows.
Why it can't be used in battle: Even if toxic flowers are summoned into the field, they wouldn't be useful unless they become equipped as a weapon for the user to use and would still require having poison applied to them or harvested for their natural toxins. The technique is too slow and the plants too fragile to provide combat advantage. It is primarily used for cultivation, ceremony, or creating medicinal ingredients.

Secret Art: Floret Forensic
Essential knowledge for any Chikamatsu medical specialist or poison expert, the Floret Forensic technique allows instant botanical analysis. A green aura appears between the user's hands as they hold or hover over any plant specimen, transferring data at incredible speed. The technique breaks down the plant's structure to a cellular level, identifying species, medicinal properties, toxins, growth conditions, and even recent handling. This makes it invaluable for creating antidotes, identifying poison sources at crime scenes, or verifying the quality of medicinal herbs in the Arboretum. Experienced users can even detect if a plant has been altered through chakra or genetic manipulation. This technique is considered fundamental training for all Chikamatsu who work in medical or research fields.

Information
Prerequisites: C-Rank or higher
Effect: Upon casting this jutsu, a green aura appears between the user's hands, transferring data and allowing the user to analyze any specimen from the Plant Kingdom down to a cellular level. This allows the user to instantly recognize the plant's species, properties, toxins, and medicinal applications if that species is already known to them. The technique can also reveal if a plant has been modified, diseased, or contaminated. Analysis takes only a few seconds of concentration.
Why it can't be used in battle: Recognizing and analyzing plants mid-fight is not only tactically useless but also gives the enemy an open opportunity to strike against the user who must remain stationary and focused during analysis. This is a pure utility and investigation technique.

Secret Art: Pharmaceutical Seal
One of the Chikamatsu Clan's most celebrated medical innovations, the Pharmaceutical Seal technique revolutionized field medicine and custom treatment. By placing medicinal ingredients on a special chakra-infused paper, the user can compress and combine them into standardized doses sealed in paper capsules. The ink-script seals on each capsule prevent degradation and can even be keyed to specific recipients, ensuring medications can't be stolen or misused. The technique allows medics to create anything from simple pain relievers to complex antibiotics on-site, adapting to patient needs without requiring a full laboratory. Each casting produces approximately ten capsules of identical composition. The sealed medications remain potent until the capsule is broken or ingested. This technique is taught to all Chikamatsu medical specialists and has been adopted by Sunagakure's Medical Branch as standard field procedure.

Information
Prerequisites: Medical Minor Affinity
Effect: A special chakra-infused large sheet of paper is laid down, allowing the caster to place medicinal ingredients on top. Enveloping the ingredients, the sheet begins to shrink as chakra-infused ink scribes seals on the now-cylindrical wrap. Further compressing and breaking down into multiple small paper capsules, the ingredients become completely merged, creating customized medicine. An average of 10 capsules are produced per casting, and each capsule is sealed until ingested by the inscribed recipient (or anyone, if not keyed to a specific person). Medications produced can range from common antibiotics to blood pressure pills, pain relievers, antidotes, or stimulants—anything that could be made from the provided ingredients.
Why it can't be used in battle: Taking a large amount of concentration to create medicine that wouldn't affect the tides of combat is extremely impractical and a waste of precious time. The user must remain stationary, have ingredients prepared, and focus on the sealing process, making them vulnerable. The technique is designed for preparation before battle or treatment after combat, not for use during active fighting.

Secret Art: Swarm Cultivation
A unique fusion of Aburame insect mastery and Chikamatsu botanical knowledge, Swarm Cultivation allows the user to direct specialized insects to pollinate, tend, and protect plants with unprecedented efficiency. The user infuses their insects with chakra that makes them attuned to specific plants' needs—they can identify diseased leaves, carry nutrients to roots, defend against pests, and even spread medicinal pollen that enhances plant growth. In the Arboretum, Aburame-branch Chikamatsu use this technique to maintain thousands of specimens simultaneously. The insects can also be directed to harvest specific compounds from plants—venom from toxic flowers, medicinal oils from herbs, or nectar from rare blooms—without damaging the source plant. This technique represents the clan's philosophy of symbiosis: insects and plants working in perfect harmony, neither harming the other, both thriving through cooperation.

Information
Prerequisites: Aburame Bloodline
Effect: Allows the user to direct their insects to cultivate, tend, and harvest from plants with extreme precision. Insects can pollinate specific flowers, remove diseased portions of plants without harming healthy tissue, distribute nutrients or water to root systems, defend plants from pests, and carefully harvest medicinal compounds, toxins, or seeds. The insects work much faster than manual cultivation—what might take a gardener hours can be accomplished in minutes. The user can maintain this technique over a wide area, effectively managing an entire garden simultaneously through their insect swarm. The insects can also detect plant diseases, water stress, or nutrient deficiencies and report back to the user through their normal Aburame connection.
Why it can't be used in battle: While the insects could theoretically carry toxins harvested from poisonous plants, the harvesting and application process is too slow and indirect for combat. The technique requires plants to already exist in the area and time for the insects to perform their cultivation work. The real value is in maintenance, research, and preparation rather than direct combat application. Using insects for cultivation also means they're not available for the Aburame's combat techniques.

Secret Art: Toxin Garden
A darker application of the Chikamatsu botanical mastery, the Toxin Garden technique rapidly grows poisonous plants in a concentrated area. With a few hand seals and contact with soil or any organic material, the user can cultivate deadly nightshade, poison ivy, toxic mushrooms, venomous flowers, or any other poisonous plant they have knowledge of. The technique accelerates growth to full maturity in seconds, creating harvestable toxins on demand. While the technique itself doesn't weaponize the plants, it provides poison specialists with fresh ingredients for coating weapons, creating antidotes (by understanding the toxin's structure), or preparing traps. The technique embodies the clan's philosophy of balance—the same knowledge that heals can also harm, and understanding poison is essential to creating its cure. This technique is restricted to higher-ranking clan members due to its dangerous applications.

Information
Prerequisites: Senju Bloodline OR Wood Release and Poison Release
Effect: Rapidly grows poisonous plants in a small area (approximately 3-5 meters in diameter) that the user can harvest and apply to weapons, puppets, or use in pharmaceutical preparations. The plants grow to maturity within seconds and can be immediately harvested. The user must have knowledge of the poisonous plant species they wish to grow. The plants remain alive after the technique ends and can be transplanted or stored. This technique can also be used to create antidote ingredients by growing the source plant of a known poison.
Why it can't be used in battle: While the plants grown are poisonous, they require harvesting and application to be weaponized. The plants themselves don't attack or move, and simply growing toxic flowers in an area doesn't provide immediate combat advantage. Opponents can easily avoid the small garden area, and the time required to harvest and apply toxins makes this a preparation technique rather than a combat technique. The real value is in creating poison ingredients before battle or for antidote research.

Secret Art: Gossamer Network
Developed by Ghost Walker practitioners within the clan, Gossamer Network creates an invisible web of spirit-touched threads throughout an area. Unlike the Mind Thread's mental connection, these threads exist on the border between the physical and spiritual planes, making them nearly impossible to detect even with chakra-sensing abilities. The threads vibrate when anything with a chakra signature passes through them, alerting the user to presence, location, and approximate power level. More experienced users can distinguish between different types of chakra—human, animal, or something otherworldly. The technique is invaluable for securing the Arboretum at night or creating early warning systems around medical facilities. The threads persist for hours once placed and require no active concentration to maintain, though the user must remain within range to receive the alerts. Some Ghost Walker Chikamatsu claim the threads can even detect the passage of actual spirits or souls.

Information
Prerequisites: Ghost Walker Core Ability
Effect: Creates a network of nearly invisible spirit-threads throughout an area (up to 50 meters in diameter). These threads exist partially on the spiritual plane and vibrate when anything with a chakra signature passes through them, alerting the user to the presence, location, direction of movement, and approximate power level of the intruder. The user receives this information instinctively, like a spider feeling vibrations in its web. The threads can distinguish between different types of chakra signatures (human, animal, summon, etc.) with practice. The network persists for several hours without active concentration and can be placed as a security measure. Multiple networks can be placed in different locations, though the user can only monitor one at a time.
Why it can't be used in battle: The technique requires several minutes to properly set up the network of threads, and works best when placed in advance as a security measure or trap preparation. While it provides excellent awareness of an area, it doesn't grant the user enhanced speed or combat ability to respond to detected threats. The threads themselves are too delicate to hinder movement or cause damage—they only sense and report. In active combat, opponents are already known and located, making the technique redundant. This is primarily a reconnaissance, security, and area denial preparation technique.

Secret Art: Sanctified Soil
Those Chikamatsu blessed with Celestial Heritage can channel divine energy into the earth itself, consecrating the ground and making it ideal for growing sacred or medicinal plants. A soft golden glow suffuses the soil as holy chakra purifies toxins, balances nutrients, and infuses the area with life-affirming energy. Plants grown in Sanctified Soil develop enhanced medicinal properties—antidotes become more potent, healing herbs work faster, and even common flowers gain subtle restorative qualities. The technique also makes the soil hostile to corruption; plants that thrive on negative energy or darkness cannot take root in consecrated ground. The Arboretum's most sacred section, where the Yurei Orchid once bloomed, was maintained through generations of this technique. The sanctification is permanent unless deliberately corrupted, and soil treated this way is sometimes collected and distributed to field medics for emergency gardens.

Information
Prerequisites: Celestial Heritage Core Ability
Effect: Channels divine chakra into soil within a designated area (approximately 5-10 meters in diameter), permanently consecrating it. Plants grown in Sanctified Soil develop enhanced properties—medicinal plants become more potent (faster healing, stronger antidotes, etc.), growth rates increase, and plants are naturally resistant to disease and corruption. The sanctified area actively repels plants that thrive on negative energy, darkness, or death. The golden glow fades after the initial casting, but the effects remain permanent. Multiple applications in the same area have cumulative effects. Soil from sanctified areas can be collected and transported, though it loses potency over time if removed from the consecrated site. Plants transplanted from Sanctified Soil retain enhanced properties for their entire lifespan.
Why it can't be used in battle: The technique requires several minutes of prayer-like concentration while maintaining contact with the earth. The benefits only apply to plants grown in the area afterward—there's no immediate tactical advantage. While sanctified ground may prevent certain dark techniques or corrupted summons from touching it, this is an incidental defensive property rather than a combat feature. The technique is designed for preparation, cultivation, and creating sacred spaces rather than fighting. The chakra cost is also significant enough that using it in combat would be wasteful.

Secret Art: Construct Gardener
A remarkable innovation from Mechanist-branch Chikamatsu, the Construct Gardener technique creates autonomous puppet-like constructs designed specifically for plant cultivation and medical preparation. These constructs resemble elegant humanoid figures made of wood, metal, and living vines, with multiple specialized appendages for different tasks—delicate fingers for grafting, syringes for nutrient injection, sensors for detecting plant diseases, and storage compartments for harvested materials. Once programmed with instructions, a Construct Gardener can work independently for hours, maintaining the Arboretum, harvesting ingredients, or even performing simple pharmaceutical preparations. The constructs are powered by a combination of the user's chakra and photosynthesis from the living plant matter incorporated into their bodies. More advanced Mechanists can create specialized variants: Harvest Constructs for gathering ingredients, Analysis Constructs that can perform Floret Forensic examinations, or Medical Constructs that assist in surgery with inhuman precision.

Information
Prerequisites: Mechanist Core Ability
Effect: Creates an autonomous construct that can perform botanical cultivation, harvesting, and basic pharmaceutical preparation tasks. The construct follows programmed instructions and can work independently for up to 8 hours on a single chakra infusion. It has multiple specialized tools built into its body for gardening tasks: pruning shears, watering systems, nutrient injectors, disease sensors, and storage containers. The construct can identify common plants, perform routine maintenance (watering, pruning, fertilizing), harvest ingredients carefully without damaging plants, and even perform simple tasks like sorting harvested materials or preparing basic medicines following preset recipes. The construct is not intelligent—it follows instructions literally and cannot adapt to unexpected situations. Only one construct can be maintained at a time, and it must be within 100 meters of the creator or it shuts down.
Why it can't be used in battle: The construct is designed for delicate cultivation work, not combat. While it has multiple tools, none are weaponized, and its programming focuses on careful, precise movements rather than speed or aggression. The construction process takes 10-15 minutes of focused work, far too long for combat deployment. The construct is also fragile—designed to work in the controlled environment of a greenhouse, not a battlefield. Using the technique in combat would waste time and chakra on something that provides no tactical advantage. This is purely a labor-saving and research assistance technique.

Secret Art: Diagnostic Link
Perhaps the most intimate of the Chikamatsu medical techniques, the Diagnostic Link creates a brief but profound connection between medic and patient. Using their Yamanaka heritage, the user forms a telepathic bridge that allows them to experience the patient's symptoms firsthand—the exact location and quality of pain, the sensation of nausea, the fog of fever, the racing of an irregular heartbeat. This direct experience makes diagnosis far more accurate than verbal description or external examination alone. However, the technique requires trust and consent, as it creates a vulnerable moment where both minds are partially open to each other. Patients may inadvertently share emotions or surface thoughts along with physical sensations. Experienced practitioners can filter out the psychological noise to focus purely on medical information, but younger medics often find the technique overwhelming. The Chikamatsu medical corps considers mastering this technique a mark of true empathy—the willingness to literally feel another's suffering to better heal them.

Information
Prerequisites: Yamanaka Bloodline, C-Rank or higher)
Effect: Creates a brief mental connection that allows the user to experience the patient's symptoms firsthand. The medic feels exactly what the patient feels—pain location and intensity, nausea, dizziness, fever, internal sensations—enabling extremely accurate diagnosis. The link lasts only as long as needed for assessment (typically 10-30 seconds). Both parties must be willing participants; the technique cannot be forced. During the link, surface emotions and thoughts may bleed through alongside physical sensations, requiring the medic to filter relevant medical information from psychological noise. After the link ends, the medic retains memory of the sensations but doesn't continue feeling them.
Why it can't be used in battle: The technique requires cooperation from the patient, physical contact, and complete concentration from the medic. Both parties are vulnerable during the link—the medic is experiencing potentially debilitating symptoms, and the patient has opened their mind. Any combat situation would make this technique impossible to use safely. It's designed purely for medical diagnosis in controlled environments. Additionally, experiencing traumatic injuries or severe pain through the link can temporarily incapacitate the medic, making it dangerous to use even for assessing recently wounded patients until they're stabilized.

Secret Art: Memory Preservation
One of the most poignant techniques in the Chikamatsu repertoire, Memory Preservation allows a dying person's final thoughts, messages, or precious memories to be stored within a specially prepared flower. Using advanced Yamanaka techniques, the user creates a psychic imprint that bonds with the flower's life force—as long as the flower lives, the memory remains intact and can be experienced by another Yamanaka who touches it. Families use this technique to preserve the last words of loved ones, elders store important clan knowledge before passing, and warriors leave final messages for comrades they may never see again. The technique requires consent from the dying person and works best with flowers that have personal significance to them. Preserved memories feel vivid and immediate when accessed, as though the person were speaking directly to you. The flowers used are often planted in memorial gardens within the Arboretum, creating a living library of the clan's history. This technique represents the Chikamatsu understanding that death is not an ending but a transformation—memories, like seeds, can be planted to bloom again.

Information
Prerequisites: Yamanaka Bloodline, A-Rank or higher
Effect: Stores a dying or willing person's memories, final message, or specific experiences within a specially prepared flower. The user creates a psychic imprint that bonds with the flower's life force. As long as the flower lives (which can be indefinitely if properly cared for), the memory remains intact and accessible. Another person with Yamanaka bloodline can touch the flower and experience the preserved memory as if they were there—seeing what was seen, feeling what was felt, hearing the words as they were spoken. The memory doesn't fade or distort over time. Multiple memories can be stored in a single flower, though each requires a separate casting of the technique. The flower must be alive and healthy; if it dies, the memories are lost forever.
Why it can't be used in battle: The technique requires a willing participant who must be calm and focused enough to form clear memories to preserve. The process takes several minutes of concentration from both the medic and the person providing memories. The technique cannot be used on unconscious, unwilling, or hostile individuals. Accessing stored memories later also requires time and concentration. This is purely a memorial and knowledge-preservation technique with no combat application. The flowers used must be carefully maintained afterward, making them impractical for battlefield use.
Chikamatsu
The Chikamatsu are known throughout the shinobi world as masters of medicine, toxicology, and the mind. Descended from Yamanaka heritage and steeped in generations of botanical knowledge, they possess unparalleled skill in crafting both cures and poisons. Their mental discipline allows them to weave genjutsu with surgical precision, and their deep understanding of the body's systems makes them formidable opponents who can heal allies one moment and devastate enemies the next. Chikamatsu shinobi thrive as battlefield medics, researchers, and masters of psychological warfare.
084 PL - Medicinal Mind (Rank 1), Arboretum Extract (Rank 1)
168 PL - Botanical Layering (Rank 1)
252 PL - Toxic Miasma (Rank 1)
336 PL - Botanical Layering (Rank 2)
420 PL - Medicinal Mind (Rank 2), Synaptic Manipulation (Rank 1)
504 PL - Arboretum Extract (Rank 2)
588 PL - Botanical Layering (Rank 3), Toxic Miasma (Rank 2)
672 PL - Medicinal Mind (Rank 3), Core Skill 3 (Rank 2)
756 PL - Toxic Miasma (Rank 3)
840 PL - Arboretum Extract (Rank 3), Synaptic Manipulation (Rank 3)
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Medicinal Mind - Passive
Through generations of medical practice and study, the Chikamatsu have developed exceptional mental discipline and clarity, allowing them to maintain focus even in the most chaotic situations.
Rank 1/2/3: Grants +1/+2/+3 Genjutsu DC.
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Arboretum Extract - Passive
The Chikamatsu Arboretum houses plants from across the world, many cultivated specifically for their toxic or medicinal properties. Through careful refinement and chakra infusion, Chikamatsu can enhance any poison to devastating effect.
Rank 1/2/3: Grants access to the Arboretum extract. The Chikamatsu can choose to add this to any poison they have in their inventory, adding an additional effect to the poison.
  • Injury Poisons gain an additional -1/-2/-3 Dodge/Gen Save debuff
  • Inhaled poisons gain additional -1/-2/-3 Acc/DC debuff
Notes:
  • This must be noted in the user's dojo.
  • This does not work with Pouch - Poison
  • This caps at -4 total Dodge/Gen Save/Acc/DC debuff from Arboretum extract or the poison it is affecting.
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Botanical Layering - Passive
Chikamatsu medical specialists learn to administer multiple treatments simultaneously without interference. This same principle applies to their genjutsu—minor illusions become effortless to maintain, layering upon each other like carefully prescribed medications.
Rank 1: E-Rank Genjutsu cast by the user doesn't fill a Sense slot of the target.
Rank 2: E/D-Rank Genjutsu cast by the user doesn't fill a Sense slot of the target. The user may use an E Rank Genjutsu as a free action, this requires a 10 second cooldown after use.
Rank 3: E/D-Rank Genjutsu cast by the user doesn't fill a Sense slot of the target. The user may use an E/D Rank Genjutsu as a free action, this requires a 10 second cooldown after use.
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Toxic Miasma - Bloodline Style
As a Chikamatsu saturates the battlefield with genjutsu, they create an invisible miasma of psychoactive energy that disorients and weakens their opponents. Drawing on their toxicological expertise, they can even infuse weapons with poison mid-combat through sheer chakra manipulation.
Rank 1/2/3: The user receives +1 Acc/Gen DC and +5% damage per Genjutsu maintained on their opponents. Every 10 seconds, the user may apply one Arboretum Extract affected Injury type poison to 1/2/3 weapons for 0 AP, and this consumes a use of the chosen poison per weapon.

Cost: 0.5 AP
Notes:
  • If used as a Chakra style these buffs apply to Genjutsu
  • If used as a Physical style these buffs apply to Taijutsu
  • These bonuses cap at +5 Acc/Gen DC, +25% Damage buff.
  • The Arboretum Extract affected poison application lasts 10 seconds.
  • A different Arboretum Extract affected poison may be chosen for each weapon in a single use.
  • Counts either as Chakra or Physical Style. Must be declared upon entering.
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Synaptic Manipulation - Will Genjutsu
The Chikamatsu's deep understanding of neurology and the chakra network allows them to project their consciousness into another's mind, sharing their senses and subtly influencing their thoughts. This technique is invaluable for medical diagnosis, interrogation, and reconnaissance, though it carries significant risk in direct combat.
Rank 1/2/3: Targets an opponent with Genjutsu DC. If successful, the Chikamatsu's awareness enters the body of the target with the victim unaware of their presence. The target and user each have -1/2/3 Dodge. 50%/40%/30% of all damage done to the target is also inflicted on the user ignoring the user's DR. At rank 2 the user is aware of everything the target is aware of (Including targets clones). At Rank 3 the user can now use the Neural Disruption special action.
Special Action - Neural Disruption: While Synaptic Manipulation affects a target, the user may spend up to 1 Ap to reduce the target's AP by double the spent AP. Doing this alerts the target to the presence of the user.

Costs: 2 Ap, 300 CP to initiate, 150 CP/rnd.
Notes:
  • Upon a full hit, the target is unaware of the user's presence. On a partial hit, the target is aware.
  • If the target is aware of the Synaptic Manipulation they can spend 1 AP to attempt a Genjutsu Check to end the Synaptic Manipulation Technique.
  • If the target is aware of the Synaptic Manipulation Technique they receive a stackable +2 Gen Save buff per round to resist this technique.
  • The user will always be aware of the target while they are affected by the Synaptic Manipulation Technique.
  • This does not take up a Genjutsu Sense Slot, and cannot have it's number of targets increased through any means.
  • This technique may be maintained for a maximum of 30 seconds.
  • Requires a 10 second cooldown after use.
  • The user may perform Genjutsu and Chikamatsu techniques while using Synaptic Manipulation Technique with no penalty, all other actions are used at -3/-2/-1 Accuracy.
  • Other Chikamatsu are automatically aware if Synaptic Manipulation Technique is used upon them.
  • This does not circumvent the AoE rules, and the user can still only take damage once from any source.
Chikamatsu Physician
The Physician branch of the Chikamatsu Clan represents those who have dedicated themselves entirely to the medical arts and the mastery of the mind. These elite practitioners serve as the clan's interrogators, surgeons, and psychological specialists. They eschew the more botanical techniques of their cousins, focusing instead on pure mental manipulation and the neurological applications of genjutsu. Physicians are calm, detached, and possess an almost clinical approach to combat—viewing the battlefield as an operating theater and their opponents as subjects for study.
924 PL - Mental Partition (Rank 1), Diagnostic Possession (Rank 1)
1008 PL - Psychological Fortress (Rank 1)
1092 PL - Diagnostic Possession (Rank 2)
1176 PL - Mental Partition (Rank 2), Psychological Fortress (Rank 2)
1260 PL - Medicinal Mantra (Rank 1)
1344 PL - Mental Partition (Rank 3), Diagnostic Possession (Rank 3)
1428 PL - Medicinal Mantra (Rank 2),
1512 PL - Neural Cascade (Rank 1)
1596 PL - Psychological Fortress (Rank 3)
1680 PL - Medicinal Mantra (Rank 3), Neural Cascade (Rank 2)
1764 PL - Neural Cascade (Rank 3)
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Mental Partition - Passive
Chikamatsu Physicians learn to compartmentalize their minds with surgical precision, creating mental barriers that allow them to operate under extreme conditions while remaining completely hidden from detection. This technique is essential for their work as interrogators and field medics in hostile territory.
Rank 1/2/3: The user may apply their current Genjutsu DC bonus to any stealth check at -1/+0/+1.
Notes:
  • This requires a 10 second cooldown after use.
  • Stacks with the user's stealth bonuses.
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Psychological Fortress - Passive
By studying the weaknesses in their opponents' mental defenses, Chikamatsu Physicians can reinforce their own psychological barriers. Each genjutsu they successfully place becomes a lesson in mental fortification, strengthening their resistance to enemy techniques.
Rank 1/2/3: For each Genjutsu affecting an opponent the user gets +1 Genjutsu Save. This caps at +2/+3/+4 Genjutsu Save
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Diagnostic Possession - Will Genjutsu
The ultimate expression of the Physician's neurological expertise, this technique allows complete takeover of an opponent's nervous system. The Chikamatsu doesn't merely observe—they assume control, turning the victim's body into a puppet controlled by medical knowledge rather than chakra strings.
Rank 1/2/3: The user attempts to bind the opponent at -3/2/1 Gen DC. If the user successfully binds the target, the following effects occur:
  • The user takes control of the target and their actions will be performed by the target, not the user, this does not affect/break the bind.
  • Damage done to the target also damages the user.
  • If the target or user takes 10% Max HP within a round this Technique ends.
  • When using actions through the target, the user uses the target's Secondary stats, with the exception of keeping their own Genjutsu DC and Save.
  • The user may only perform their own Techniques, but cannot target the user or target.
  • Techniques used in this state take their costs from the user and target at a 50% split.
  • Techniques used through Diagnostic Possession do not use the target's AP.
Special Action - Rapid Diagnosis If the target is under the effect of the Synaptic Manipulation Technique, for +20% CP they can have this genjutsu cast at 0 AP timing. This does not affect the AP cost of Diagnostic Possession.

Cost:2.5 AP 610 CP, 305 CP/rnd
Notes:
  • This is a Full Bind.
  • Diagnostic Possession may only be used on a single target regardless of other effects.
  • There is a 21% chance to dispel maintained effects per round maintained.
  • This can be maintained for a maximum of 15 seconds.
  • The target can spend 2 AP to attempt to escape the bind with a 15% chance. This bonus stacks per attempt.
  • This does not circumvent the AoE rules, and the user can still only take damage once from any source.
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Medicinal Mantra - Non-Elemental Ninjutsu
By entering a meditative state and converting their physical form into pure chakra, the Chikamatsu Physician achieves a transcendent condition where their mental capabilities are dramatically enhanced. In this form, they become nearly untouchable by physical means, though their offensive capabilities are diminished as they focus entirely on mental warfare and healing.
Rank 1/2/3: The user gains +5%/10%/15% DR and Non-Illusionary Damage is dealt to the user's CP instead of HP. Any Non-Illusionary Damage the user deals is at -20%/15%/10% damage.

Special action - Deep Meditation: For 1 AP, the user can reduce the maximum maintained duration by 10 seconds to restore 20% of their Max CP. There must be at least 10 seconds remaining for this special action to be used.

Cost: 2.5AP 1100 CP, 550 CP/rnd
Notes:
  • This is a Chakra Armor Technique.
  • This can be maintained for a maximum of 30 seconds.
  • The user cannot restore more than their CP at the time of casting this technique.
  • If the Diagnostic Possession Technique is used while the user is maintaining Medicinal Mantra, the user is no longer a valid target. If used this way, when Diagnostic Possession or Medicinal Mantra ends, the user becomes a valid target again.
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Neural Cascade - Will Genjutsu
An advanced application of the Chikamatsu understanding of the nervous system, this technique allows the Physician to influence multiple minds simultaneously without the risk of direct possession. By disrupting neural pathways en masse, they can turn entire groups of enemies into confused, disoriented puppets who attack friend and foe alike.
Rank 1/2/3:Deals 480/600/720 damage to three targets each round. Upon initiation of this Genjutsu the targets are suppressed for 1AP. While affected, victims have -1 Max AP and their actions have a 10%/15%/20% chance of being unable to choose specific targets for attacks they make.

Cost: 3 AP 1490 CP, 740 CP/rnd.
Notes:
  • Neural Cascade has priority over any Non-Kinjutsu effects which would allow the victim to retain the capability to choose their targets.
  • This can be maintained for a maximum of 30 seconds.
  • If unable to choose a target, a roll is made to see who is targeted, a victim may attack themselves.
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Chikamatsu Botanist
The Botanist branch of the Chikamatsu embraces the clan's heritage as masters of flora and toxicology. These specialists have perfected the art of weaponizing nature itself, transforming simple flowers and plants into devastating instruments of war. Their combat style is as beautiful as it is deadly—graceful movements accompanied by swirling petals that carry poison and genjutsu in equal measure. A Botanist's garden is their armory, and even the most delicate blossom becomes lethal in their hands.
924 PL - Chakra Cultivation (Rank 1), Petal Storm (Rank 1)
1008 PL - Toxic Infusion(Rank 1)
1092 PL - Petal Storm (Rank 2)
1176 PL - Chakra Cultivation (Rank 2), Toxic Infusion (Rank 2)
1260 PL - Cascading Garden (Rank 1)
1344 PL - Chakra Cultivation (Rank 3), Petal Storm (Rank 3)
1428 PL - Cascading Garden (Rank 2),
1512 PL - Paradise Lost (Rank 1)
1596 PL - Toxic Infusion (Rank 3)
1680 PL - Cascading Garden (Rank 3), Paradise Lost (Rank 2)
1764 PL - Paradise Lost (Rank 3)
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Chakra Cultivation - Independent Special Move
Chikamatsu Botanists can encourage specialized plants to grow over their weapons, creating living armaments that channel both poison and genjutsu. These chakra-infused seeds transform any weapon into an extension of the Arboretum itself.
Rank 1/2/3: The user may apply a [Cultivated Seed] Augment to their equipped weapon. This [Cultivated Seed] augment allows Genjutsu Techniques to be used without handseals. This does not take up an augment slot.

Cost: 1 AP and 100 CP

Notes:
  • The weapon retains the [Cultivated Seed] Augment even when dropped or unequipped.
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Toxic Infusion - Passive
Through careful study of psychoactive plants and neurotoxic compounds, Chikamatsu Botanists have learned to convert their genjutsu directly into biological poisons. The line between illusion and toxin blurs as chakra-infused pollen carries mental manipulation into the victim's bloodstream.
Rank 1/2/3: The user can convert an E/D/C rank Genjutsu into an inhaled or injury poison. This can be applied to any weapon with the [Cultivated Seed] Augment for no additional cost or timing.

Cost: AP and CP cost Genjutsu used.
Notes:
  • Toxic Infusion Poisons follow the standard rules for Poisons.
  • Toxic Infusion Poisons automatically have Arboretum Extract applied.
  • Targets can only be affected by any Toxic Infusion Poison once per 10 seconds.
  • Toxic Infusion Poisons last for 10 seconds.
  • Toxic Infusion Poisons count as Genjutsu Techniques and Illusionary Damage for the purposes of damage buffs, Barriers and Toxic Miasma only.
  • This cannot be used with Bloodline, Core Ability, Senjutsu or Kinjutsu Techniques.

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Petal Storm - Variable Taijutsu
By causing their weapon to bloom into thousands of razor-sharp petals, the Botanist creates a devastating storm of cuts. Each petal carries trace amounts of the weapon's poison or chakra, and when wielding a Cultivated weapon, the technique becomes even more lethal.
Rank 1/2/3: The user strikes at a single target 12 times, dealing 330/410/500 Physical Damage each at -2 Accuracy. Each hit adds a cumulative 5%/7.5%/10% chance that the target will take an additional 25% base damage of all successful hits to the target from this Technique.

Special action - Petal Tempest: By lowering the base damage by 15% and increasing the CP cost by 20%, the petal strikes can be divided amongst any number of targets.

Cost: 2.25 AP, 900 CP.
Notes:
  • This Taijutsu subtype matches the weapon used for it.
  • Petal Storm additional Physical Damage cannot be buffed or reduced in any way, and is a separate damage amount.
  • A target can only be hit successfully by this Technique 5 times per use.
  • The additional damage chance caps at 50%, and is checked once at the completion of the technique.
  • Using a Weapon with the [Cultivated Seed] Augment removes the accuracy penalty.
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Cascading Garden - Variable Taijutsu
Inspired by the flowing arrangements of traditional flower arrangement, this technique transforms combat into deadly artistry. The Botanist strikes with such grace and precision that their weapon seems to paint the battlefield with blossoms, each strike more beautiful and lethal than the last.
Rank 1/2/3: Strikes the target 7 times, dealing 270/340/405 Physical Damage at +0/+1/+2 Acc.

Special Action - Vertical Arrangement: For +20% CP cost, up to 5 hits can be combined into a single strike, dealing +25% base Physical damage.
Special Action - Scattered Arrangement: For +10% CP cost and lowering the base damage by 20% the user may target up to 3 targets.

Cost:2.25 AP, 740 CP
Notes:
  • This Taijutsu subtype matches the weapon used for it.
  • A target can only be hit successfully by this Technique 5 times per use.
  • If a weapon with the [Cultivated Seed] Augment is used for this technique, each hit adds +1 to the Technique's Accuracy to the next hit, capping at +5 Accuracy total.
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Paradise Lost - Variable Taijutsu
The ultimate expression of the Botanist's art—transforming the entire battlefield into a deadly garden. By planting a Cultivated weapon into the earth, they create a paradise of poisonous flowers that continuously assault all who dare enter. Beauty and death intertwine as the garden blooms eternal.
Rank 1/2/3: The user chooses a weapon with the [Cultivated Seed] Augment and plants it in the ground, creating a Terrain Technique and dropping the weapon. They then choose a maintainable Genjutsu up to B-Rank, this is converted into an inhaled or injury poison that is infused into the Paradise Lost. Each round Paradise Lost is active, at 3, 6 and 9 seconds, opponents must make a check at +0/+1/+2 Acc/DC or take 530/660/800 Physical Damage and are affected by the chosen Genjutsu.

Cost: 2.75 AP, 2230 CP and 1115 CP per round
Notes:
  • This is a Terrain Technique
  • While this Technique is maintained the weapon cannot be picked up or used.
  • This Taijutsu subtype matches the weapon used for it.
  • The user can choose to use Taijutsu Acc or Genjutsu DC for Paradise Lost's checks(This does not change the save type).
  • Paradise Lost Poisons do not take up a sense slot, and last 10 seconds.
  • Paradise Lost cannot be used with any type of bind.
  • Paradise Lost is a poison and follow the standard rules for Poisons.
  • Paradise Lost automatically have Arboretum Extract applied.
  • Paradise Lost counts as Genjutsu Techniques and Illusionary Damage for the purposes of damage buffs, Barriers and Toxic Miasma only.
  • This cannot be used with Bloodline, Core Ability, Senjutsu or Kinjutsu Techniques.
  • This can be maintained for 30 seconds
  • Paradise Lost is not affected by Poison Resistance or Poison Mastery.
Chikamatsu Symbiote
Through ancient alliances, the Chikamatsu integrated the Aburame's insect manipulation techniques into their botanical mastery. Rather than hosting parasitic insects within their bodies, Chikamatsu Symbiotes cultivate specialized pollinators, decomposers, and guardian insects that work in harmony with their medicinal gardens. These insects are symbiotically bonded to the clan's chakra-infused plants, creating a living ecosystem that serves both medical and combat purposes. The relationship is mutually beneficial—the insects tend and protect the plants, while the plants provide sustenance and shelter. This branch of the Chikamatsu represents the clan's philosophy of balance and symbiosis taken to its ultimate expression.
084 PL - Symbiotic Body (Rank 1), Pollinator Swarm (Rank 1)
168 PL - Botanical Pheromones (Rank 1)
252 PL - Pollinator Construct (Rank 1)
336 PL - Botanical Pheromones (Rank 2)
420 PL - Symbiotic Body (Rank 2), Protective Canopy (Rank 1)
504 PL - Pollinator Swarm (Rank 2)
588 PL - Botanical Pheromones (Rank 3), Pollinator Construct (Rank 2)
672 PL - Symbiotic Body (Rank 3), Protective Canopy (Rank 2)
756 PL - Pollinator Construct (Rank 3)
840 PL - Pollinator Swarm (Rank 3), Protective Canopy (Rank 3)

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Symbiotic Body - Passive
Unlike true Aburame who house insects within their flesh, Chikamatsu Symbiotes maintain external colonies of beneficial insects that nest within chakra-infused flowers worn on their person. This symbiotic relationship requires constant chakra expenditure to maintain the plants, but grants the user immunity to their own insects' draining effects while allowing precise control through botanical pheromones.

Rank 1/2/3: The user's non-Chikamatsu Symbiote Techniques cost +10%/7%/5% more CP and any Chakra Burn on the user deals +50% damage when not maintaining any [Pollinator Swarms]. However all actions taken by [Pollinator Swarms] ignore any debuffs on the user.

Notes:
  • Attacks made by the [Pollinator Swarms] do not count as attacks made by the user, and any conditionals would need to specify "by a [Pollinator Swarm]" or not specify a target at all to take effect.
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Pollinator Swarm - Passive
Chikamatsu Symbiotes cultivate specialized insects within portable chakra-gardens—living terrariums of medicinal flowers that produce and sustain swarms of chakra-draining pollinators. These insects can be directed with the same precision as puppet strings, swarming enemies to drain their energy while simultaneously gathering medicinal compounds from the battlefield's flora.

Rank 1/2/3: The user may generate a [Pollinator Swarm] every 0.5 seconds for 0 AP. For 0.5 AP and 3% Max CP, the user can create additional [Pollinator Swarms] that have HP equal to the CP expended. While active, the user can perform Basic Strikes using any of the active [Pollinator Swarm] in place of an equipped weapon, dealing Basic Strike damage on a successful hit and inflicting Nectar Drain. The user may have a maximum of 2/3/4 [Pollinator Swarms] at a time.

Special Action - Return to Nest: The user may recall any number of [Pollinator Swarms] for no cost, dispersing the swarm and regaining CP equal to the Pollinator Swarm's remaining HP. Any CP that exceeds the user's maximum CP is lost.

Notes:
  • Basic Strikes made by the user's [Pollinator Swarms] use count as Non-Elemental Ninjutsu, using Ninjutsu Accuracy and Buffs instead of Taijutsu,
  • Basic Strikes performed this way do not count as a Taijutsu technique or Melee Contact.
  • Basic Strikes performed this way deal Elemental Damage.
  • This does not count as a Creation or Clone technique.
  • [Pollinator Swarms] expended for Chikamatsu Symbiote Techniques cannot be recalled with the Return to Nest special action unless otherwise stated.
  • Nectar Drain drains 1% of the target's maximum CP and the [Pollinator Swarm] regains HP equal to the same amount (this may exceed its maximum HP)


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Botanical Pheromones - Bloodline Style
By releasing specialized pheromones derived from their medicinal plants, Chikamatsu Symbiotes can trigger specific instinctual behaviors in their pollinator swarms. These chemical signals can direct insects to focus attacks with surgical precision, scatter to avoid detection, or enter aggressive feeding frenzies that maximize chakra extraction.

Rank 1/2/3: The user enters into this style selecting a Focused/Scatter/Aggression Pheromone to release.
  • Focused Pheromone - Attacks made with [Pollinator Swarms] are made with +2 Accuracy.
  • Scatter Pheromone - Attacks made with [Pollinator Swarms] that initially miss may attempt to target a new target at +0 Accuracy or the same target again at -3 Accuracy.
  • Aggression Pheromone - Attacks made with [Pollinator Swarms] deal twice the Basic Strike damage.

Cost: 0.5 AP and 120 CP/rnd.

Notes:
  • The user may switch Pheromones for 0.5 AP and 120 CP.
  • Pheromones affect any offensive techniques made with the [Pollinator Swarms].
  • Pheromones last for 30 seconds or until a new Pheromone is activated.
  • Counts either as Chakra or Physical Style. Must be declared upon entering.

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Pollinator Construct - Non-Elemental Ninjutsu
By shaping a swarm of pollinators around a framework of chakra-infused petals and medicinal compounds, the Chikamatsu creates a humanoid construct that can perform techniques independently. These constructs resemble beautiful flower-clad figures that trail pollen and healing scents, their hollow bodies filled with thousands of working insects.

Rank 1/2/3: Converts an existing [Pollinator Swarm] into a [Pollinator Construct] of the user, retaining its current HP and gaining secondaries equal to -9/-8/-7 of the user's and AP equal to 1/4 of the user's. The [Pollinator Construct] can perform up to E/D-Rank Non-Elemental Ninjutsu the user knows at Master Rank and Bloodline Techniques at Rank 1. Rank 3 allows this Technique to be affected by Botanical Pheromones. When under the effect of Botanical Pheromones the [Pollinator Construct] gains the following effects:
  • Focused Pheromone - The user gains +2 Stealth vs Awareness tests.
  • Scatter Pheromone - The user creates 2 [Pollinator Constructs], this uses a single [Pollinator Swarm] and the HP is split evenly between the 2 [Pollinator Construct].
  • Aggression Pheromone - The [Pollinator Construct] may no longer use Ninjutsu Techniques and gains a copy of the user's currently equipped weapon, excluding augments, allowing use of E/D-Rank Taijutsu Techniques of the matching sub-type.

Cost: 1.5 AP and 240 CP, 120 CP/rnd.

Notes:
  • Switching Pheromones while there is an active [Pollinator Construct] will immediately switch the effects to the new one.
  • [Pollinator Constructs] count as a [Pollinator Swarm] and all rules and limits related to [Pollinator Swarm] still apply.
  • [Pollinator Constructs] may use the Return to Nest special action to end the Pollinator Construct Technique.


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Protective Canopy - Non-Elemental Ninjutsu
By releasing thousands of pollinators that weave together with rapid-growing vines and chakra-infused petals, the Chikamatsu creates a living dome that obscures vision while slowly draining the chakra of those trapped within. The canopy resembles a beautiful flowering shelter, but its interior is a maze of disorienting pollen clouds and energy-hungry insects.

Rank 1/2/3: May attempt to trap a single target (including self or ally) at +1/+2/+3 accuracy with an active [Pollinator Swarm]. On a successful hit, this creates a [Protective Canopy] with HP equal to 1350/1690/2025. The Protective Canopy has the following properties:
  • All Offensive Techniques directed at or used by a target within the [Protective Canopy] become a Blind Shot, and on a miss the damage is dealt to the [Protective Canopy] instead. Any excess damage will attempt to hit the original target at -3 accuracy.
  • Every 10 seconds, the user can choose to make a Ninjutsu Check vs the trapped target, and on success the [Protective Canopy] deals CP Damage equal to half the [Protective Canopy]'s remaining HP and restoring the Protective Canopy's HP for an equal amount.
  • Rank 3 allows this Technique to be affected by Botanical Pheromones, with the following appropriate effect:
    • Focused Pheromone - +2 to the ninjutsu check vs the trapped target.
    • Scatter Pheromone - May target 2 targets
    • Aggression Pheromone - May be used for basic strikes that do not count as blind shots against a trapped target.

Special Action - Reinforced Canopy: Using [Pollinator Swarm]'s Return to Nest Special Action, the user may choose to infuse one additional [Pollinator Swarm] into the Protective Canopy instead of the user, adding its current HP to the [Protective Canopy] current HP..

Cost: 2 AP and 450 CP, 225 CP/rnd.

Notes:
  • The [Pollinator Swarm] used for Protective Canopy original HP is ignored, any additional HP the [Pollinator Swarm] had over the Protective Canopy's HP is lost.
  • May be maintained for a maximum of 30 seconds.
  • The user can only have 1 active Protective Canopy at a time.
  • Protective Canopy can have a maximum of 1 additional Pollinator Swarms infused into it using Reinforced Canopy Special action.

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Apiarist
The Apiarist branch of the Chikamatsu Symbiotes has mastered the cultivation of rare and exotic pollinator species, creating specialized insects that go far beyond simple chakra drainage. These master beekeepers maintain entire ecosystems within portable terrariums, breeding insects with unique properties—some that carry medical compounds, others that produce paralyzing venoms, and still others that can implant themselves in victims to continuously drain their energy. An Apiarist's garden is a living pharmacy and armory combined.
924 PL - Master Cultivator (Rank 1), Specialized Infusion (Rank 1)
1008 PL - Hybrid Species (Rank 1)
1092 PL - Specialized Infusion (Rank 2)
1176 PL - Master Cultivator (Rank 2), Hybrid Species (Rank 2)
1260 PL - Breeding Chamber (Rank 1)
1344 PL - Master Cultivator (Rank 3), Specialized Infusion (Rank 3)
1428 PL - Breeding Chamber (Rank 2),
1512 PL - Garden Infestation (Rank 1)
1596 PL - Hybrid Species (Rank 3)
1680 PL - Breeding Chamber (Rank 3), Garden Infestation (Rank 2)
1764 PL - Garden Infestation (Rank 3)

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Master Cultivator - Passive
Through generations of selective breeding and chakra enhancement, Apiarists have developed superior pollinator strains that produce more potent effects and can sustain larger colonies. Their portable gardens can house exponentially more insects, and their mastery allows them to extract both chakra and vital energy from their swarms.

Rank 1/2/3: The user's [Pollinator Swarms] now cost 5%/7%/10% of their Max CP when created and now have a maximum limit of 4/5/6 [Pollinator Swarms]. In addition, the Nectar Drain effect now drains 2% of the target's Max CP and when the user uses the [Pollinator Swarm]'s Return to Nest Special Action, the user may choose to regain the [Pollinator Swarm]'s remaining HP as Temporary HP or normal CP.

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Hybrid Species - Passive
Apiarists maintain collections of rare insect species, each cultivated to work symbiotically with specific medicinal plants. By crossbreeding these species with chakra-infused flora, they create hybrid pollinators with specialized capabilities—some carry toxins from poisonous flowers, others implant themselves to cause internal damage, and some possess razor-sharp wings that can slice through flesh.

Effect: The user gains access to Toxin Carrier/Parasitic/Razor Wing swarms. When the user creates a [Pollinator Swarm], they may choose to instead create one of the following Hybrid Species:
  • [Toxin Carrier Swarm] - Upon creation the user selects an Injury Type Poison in their inventory. A single use of the chosen Injury Type Poison is consumed. For 10 seconds all Techniques used with the [Toxin Carrier Swarm] apply the chosen Injury Type Poison.
  • [Parasitic Swarm] - The first successful Single Target Technique used with the [Parasitic Swarm] will make an additional Ninjutsu Check against the target. On a hit, the [Parasitic Swarm] is no longer a valid target, the victim's CP Costs are increased by 10% for the next 10 seconds and the user can no longer use the [Parasitic Swarm] for techniques. After the 10 second duration the [Parasitic Swarm] becomes a normal [Pollinator Swarm]. The user's [Pollinator Swarm] Return to Nest Special Action cannot be used on a [Parasitic Swarm].
  • [Razor Wing Swarm] - A successful Called Shot made with a [Razor Wing Swarm] will attempt to inflict a second level of Called Shot (rolled separately) with -10% chance.

Notes:
  • Toxin Carrier, Parasitic and Razor Wing Swarms count as a [Pollinator Swarm] and all rules and limits related to [Pollinator Swarm] still apply.
  • Toxin Carrier, Parasitic and Razor Wing Swarms may be used for [Pollinator Constructs] and retain their variant effects.
  • Toxin Carrier, Parasitic and Razor Wing Swarms are interchangeable with [Pollinator Swarms] for use in Chikamatsu Symbiote Bloodline Techniques.
  • A participant may only have 1 [Parasitic Swarm] affecting them at a time.

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Specialized Infusion - Non-Elemental Ninjutsu
By coating themselves in a living cloak of specialized pollinators and medicinal pollen, Apiarists can enhance their ninjutsu with chakra-draining properties. The swarm moves with their techniques, carrying the Nectar Drain effect through even purely chakra-based attacks.

Rank 1/2/3: When the user casts a Ninjutsu Technique, the Technique has a 20%/30%/50% chance to apply Nectar Drain effect. Rank 3 allows the user to be affected by Botanical Pheromones, with the following appropriate effect:
  • Focused Pheromone - The user gains +2 Accuracy to Ninjutsu Techniques.
  • Scatter Pheromone - The user gains 10% DR.
  • Aggression Pheromone - The user can expend a [Pollinator Swarm] to add its remaining HP as Elemental Damage to a single Ninjutsu Technique. This is bonus damage and cannot be buffed in any way.

Cost: 2.5 AP, 1100 CP, 550 CP/rnd.

Notes:
  • This is a Chakra Armor Technique.
  • Use of Aggression Pheromone with a Ninjutsu Technique requires a 10 second cooldown after use.
  • The HP recovery from Nectar Drain will apply directly to the user.
  • The expended [Pollinator Swarm] used for Aggression Pheromone does not benefit from the Pollinator Swarm Return to Nest special action.Hybrid Species may be expended but gain no additional effects.

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Breeding Chamber - Non-Elemental Ninjutsu
Apiarists can create portable greenhouse chambers where their pollinators breed at accelerated rates. These crystalline structures, formed from hardened tree sap and chakra-infused nectar, provide perfect conditions for rapid insect reproduction, allowing the creation of massive swarms in moments.

Rank 1/2/3: Creates a [Breeding Chamber] with 2600/3250/3900 HP and 3 AP. Rank 3 allows the [Breeding Chamber] to be affected by Botanical Pheromones Technique. The [Breeding Chamber] may make the following actions:
  • For 1 AP the [Breeding Chamber] may trap a single [Pollinator Swarm]. The trapped [Pollinator Swarm] is no longer a valid target and cannot be used with other Techniques.
  • For 1 AP the [Breeding Chamber] can create 1 copy of the trapped [Pollinator Swarm] that has identical HP and Hybrid Species' effect.
  • For 3 AP the [Breeding Chamber] can create up to 4 copies of the trapped [Pollinator Swarm], destroying the Breeding Chamber and releasing the trapped [Pollinator Swarm].

Botanical Pheromones applies the following appropriate affect:
  • Focused Pheromone - The [Breeding Chamber] may create 1 [Pollinator Swarm] copy at 0 AP timing once every 5 seconds.
  • Scatter Pheromone - The [Breeding Chamber] may create one [Pollinator Swarm] copy over the user's [Pollinator Swarm] maximum. This swarm disperses if the Pheromone is changed.
  • Aggression Pheromone - The [Pollinator Swarm] copy released from the [Breeding Chamber] may make a free Basic Strike against a target upon release.

Cost: 2.5 AP and 730 CP, 365 CP/rnd

Notes:
  • This is a Creation Technique.
  • Breeding Chamber Technique may only be used with the user's [Pollinator Swarm].
  • Trapping the user's [Pollinator Swarm] does not require a check.
  • [Pollinator Swarms] created by the [Breeding Chamber] cannot be used with Pollinator Swarm Return to Nest special action.
  • [Pollinator Swarms] created by the [Breeding Chamber] do not count towards the Pollinator Swarm limit.
  • Aggression Pheromone's free Basic Strike does not count against the user's free Basic Strike limit.
  • If the [Breeding Chamber] is destroyed, the trapped [Pollinator Swarm] becomes a valid target again.

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Garden Infestation - Non-Elemental Ninjutsu
By releasing every pollinator from every portable garden they maintain, the Apiarist transforms the entire battlefield into a living ecosystem. Medicinal flowers bloom from every surface as millions of insects fill the air, creating a beautiful but terrifying paradise where the very atmosphere drains chakra from all who breathe it.

Rank 1/2/3: The user consumes an active [Pollinator Swarm] to create a Garden Infestation terrain effect. Rank 3 allows Garden Infestation to be affected by Botanical Pheromones Technique. The Terrain and Visibility modifier is lowered by 1/2/3 steps. Each other participant in battle must succeed a Ninjutsu Check against the user every 10 seconds. On a failed check the target takes basic strike damage at 3, 6 and 9 seconds, that applies Nectar Drain and is made with the user's Ninjutsu Accuracy.

Special Action - Mass Harvest: The user can spend 1 AP reflexively and reduce the remaining time of Garden Infestation by 10 seconds, to make an attack against any targets that failed their Ninjutsu Check. A target hit by this attack takes CP Damage equal to 5%/10%/15% of their maximum CP. This special action can only be used successfully on a target once per battle.

Botanical Pheromones applies the following appropriate affect:
  • Focused Pheromone - The user's Chikamatsu Symbiote Bloodline Techniques are modded as 0.5 AP timing faster.
  • Scatter Pheromone - All Offensive Techniques made against the user have a +10% auto-miss chance.
  • Aggression Pheromone - The user may make a free Basic Strike with up to 5 active [Pollinator Swarms] once every 5 seconds. These attacks do not apply Nectar Drain.

Cost: 3 AP and 2420 CP + 1 Pollinator Swarm.

Note:
  • This is a Terrain Technique.
  • The user is not affected by the Terrain and Visibility modifier changes when targeting other participants within the battlefield.
  • Garden Infestation's Basic Strike damage cannot be buffed other than Botanical Pheromones Technique's affects.
  • Garden Infestation lasts for 30 seconds and is not a maintained effect.
  • Garden Infestation counts as one [Pollinator Swarm] towards the user's [Pollinator Swarm] maximum.
  • Aggression Pheromone's free Basic Strike does not count against the user's free Basic Strike limit.
  • Aggression Pheromone may only be used once per target per 10 seconds.

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Homunculus
The most experimental branch of the Chikamatsu Symbiotes, the Homunculus practitioners have taken the clan's puppet-making techniques and combined them with living insect colonies to create something unprecedented. Unable or unwilling to host insects in traditional gardens, they instead construct mechanical vessels—living puppets with chakra-circulatory systems that house pollinator colonies. These bio-mechanical constructs blur the line between puppet, insect hive, and living weapon, representing the Chikamatsu philosophy of symbiosis taken to its most extreme form.
924 PL - Hive Armament (Rank 1), Mechanical Pollination (Rank 1)
1008 PL - Vital Extraction (Rank 1)
1092 PL - Mechanical Pollination (Rank 2)
1176 PL - Hive Armament (Rank 2), Vital Extraction (Rank 2)
1260 PL - Animated Arsenal (Rank 1)
1344 PL - Hive Armament (Rank 3), Mechanical Pollination (Rank 3)
1428 PL - Animated Arsenal (Rank 2),
1512 PL - Swarm Synthesis (Rank 1)
1596 PL - Vital Extraction (Rank 3)
1680 PL - Animated Arsenal (Rank 3), Swarm Synthesis (Rank 2)
1764 PL - Swarm Synthesis (Rank 3)

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Hive Armament - Passive
Rather than cultivating insects in external gardens, Homunculus practitioners house their pollinators within weapons and puppet components. These mechanical hives release insects with each strike, augmenting attacks with chakra-draining properties while avoiding the physical strain of hosting colonies within their own flesh.

Rank 1/2/3: The user's Symbiotic Body Ability now applies the additional CP cost while maintaining any [Mechanical Swarms], but no longer takes additional damage from Chakra Burn. The user's Pollinator Swarm - Passive now creates [Mechanical Swarms] instead of [Pollinator Swarms]. When the user uses an Offensive Taijutsu Technique, they may spend 3% max CP to create 1 [Mechanical Swarm] as part of the attack for no additional AP. [Mechanical Swarms] retains the same Taijutsu subtype as the weapon, and gains the effects of 1/2/3 of the user's currently equipped weapon's augments.

Notes:
  • [Mechanical Swarms] count as a [Pollinator Swarm] and all rules and limits related to [Pollinator Swarm] still apply.
  • [Mechanical Swarms] keep the augments and damage type they were created with even if the user changes weapons

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Vital Extraction - Passive
By programming their mechanical pollinators to target specific body systems, Homunculus practitioners can extract not just chakra but vital essences from their victims. Each successful extraction enhances the user's capabilities as their swarms return carrying stolen vitality.

Rank 1/2/3: When the user makes a Basic Strike, the user may perform a Called Shot with a single [Mechanical Swarm] against a target. On a successful hit, the [Mechanical Swarm] used for this technique is Recalled and the user gains the [Vital Essence] buff for 10/15/20 seconds corresponding to the same Called Shot Location.
  • Arms or Hands - The user gains +2 Acc/Gen DC (Offensive Buff)
  • Legs or Feet - The user gains +2 Dodge/Gen Save. ([
    Defensive Buff)
  • Head - The user's techniques are modded at 0.5 AP timing faster (Speed Buff)
  • Neck - The user gains +10% Damage buff. (Offensive buff)
  • Heart - The user gains HP equal to 10% of all damage dealt with [Mechanical Swarms]. (Healing buff)

Notes:
  • The [Mechanical Swarm] is recalled using the [Pollinator Swarm] Return to Nest special action automatically on a successful hit.
  • Vital Extraction retains the accuracy penalty from a normal Called Shot.
  • Vital Extraction does not require a Called Shot roll and succeeds on a full hit.
  • Vital Extraction does not apply any Called Shot effect outside of gaining a [Vital Essence].
  • If the user has the Called Shot Ability, and then a normal Called Shot attempt will also occur on a full hit.
  • The user may have a maximum of 2 [Vital Essence] at a time.
  • The user may have a maximum of one of each type of [Vital Essence] buff at a time.



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Mechanical Pollination - Variable Taijutsu
The Homunculus practitioner commands their mechanical swarm to attack with devastating precision, the insects acting as extensions of the weapon itself. Each strike releases a cloud of chakra-draining pollinators that burrow into the target.
Rank 1/2/3: Targets a hostile target at +2 Acc dealing 1500/1875/2250 Physical Damage using a [Mechanical Swarm].

Special Action - Sacrificial Swarm: The user may expend a [Mechanical Swarm] to add its remaining HP as damage to Mechanical Pollination's Damage.

Cost: 2.25 AP and 740 CP

Notes:
  • This Taijutsu subtype matches the weapon used for it.
  • The additional damage from the Sacrificial Swarm special action cannot be buffed in any way.

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Animated Arsenal - Buffing Taijutsu
By integrating a mechanical swarm directly into their body and weapon, the Homunculus practitioner creates a living bio-mechanical interface. The weapon becomes an extension of both flesh and insect colony, capable of autonomous action while continuously extracting vital essences from enemies.

Rank 1/2/3: The user expends a [Mechanical Swarm] to apply the following effects for 10/20/30 seconds.
  • The user may reflexively use Vital Extraction on a random limb when attacked.
  • The user gains +1 [Vital Essence] maximum.
  • The user gains Temporary HP equal to the [Mechanical Swarm]'s remaining HP.
  • The user creates a passively equipped Bio-Weaponwhen cast:
    • Bio-Weapon: Follows Weapon Creation Rules with 1/2/3 augments. This weapon is considered a [Mechanical Swarm] for the purpose of all Chikamatsu Symbiote abilities.

Cost: 2.25 AP and 410 CP/rnd, 1 [Mechanical Swarm]

Notes:
  • May be maintained for a maximum of 30 seconds
  • Any effects or techniques that would normally apply to or require a [Pollinator Swarm] may now directly be used by or apply to the user. (Eg Nectar Drain, Botanical Pheromones applying to the user, etc)
  • The Temporary HP gained from the [Mechanical Swarm] is not lost at the end of the round, only once depleted by damage.
  • Ending the Animated Arsenal Technique will remove any [Vital Essence] over the user's new maximum. The user may choose which [Vital Essence] is lost or it will be determined randomly.
  • Attacks made with the Bio-Weapon treat the user as the source of the attack for conditionals.
  • While Animated Arsenal is maintained, the Bio-Weapon does not end if another weapon is equipped.

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Swarm Synthesis - Buffing Taijutsu
Achieving perfect synchronization between biological and mechanical systems, the Homunculus practitioner enters a transcendent state where their body, weapon, and insect colonies function as a single organism. The accumulated vital essences combine into unprecedented power as the boundaries between living and artificial dissolve completely.

Rank 1/2/3: The user gains +2 [Vital Essence] maximum. The user may now combine 2 or more [Vital Essences] to make a stronger buff which replaces the original effect. The user may choose to upgrade their Vital Essence Buff upon use of Swarm Synthesis or when a new [Vital Essence] is received.
  • Offensive and Defensive Buff: The user receives +3 Dodge/Gen Save and +3 Accuracy/Gen DC.
  • Offensive and Speed Buff: The user may have 2 Taijutsu Techniques count as a sneak attack every 10 seconds.
  • Offensive, Defensive Buff and Healing Buff: The user has +1 Max AP.
  • Speed, Offensive and Defensive Buff: The user gains 20% DR that cannot be reduced or ignored.

Special Action - Parasitic Overload: The user may reflexively choose to expend 4 [Vital Essences] on the user to allow an Offensive Taijutsu Technique that was a full hit to be turned into a Critical Hit. The user pays HP equal to the maintenance CP cost of Swarm Synthesis. This immediately ends the Swarm Synthesis technique.

Cost: 2.75 AP and 1650 CP, 825 CP/rnd

Notes:
  • This is a Chakra Armor Technique
  • Swarm Synthesis may be maintained for a maximum of 30 seconds.
  • When Swarm Synthesis ends, any [Vital Essences] over the user's maximum are lost. The user may choose which [Vital Essence] is lost or it will be determined randomly.
  • Parasitic Overload removes all related [Vital Essence] buffs from the user.
  • Parasitic Overload may only be used against a target once per battle successfully.
Chikamatsu Cultivator
Through ancient bonds forged between the Chikamatsu and the distant Senju clan, a branch of the family developed an affinity for Wood Release techniques that merged seamlessly with their botanical and medical expertise. The Chikamatsu Cultivators represent the perfect synthesis of the clan's medicinal knowledge and the Senju's legendary plant manipulation. Where the Senju grow forests for battle or protection, the Cultivators grow gardens for healing and research—though these gardens can be just as deadly when their caretakers are threatened. Their Wood Release is infused with medicinal properties, creating living pharmacies on the battlefield. They are pacifists by nature, viewing combat as a necessary evil to protect the knowledge and lives entrusted to their care, and their techniques reflect this philosophy of healing through nature's power.

084 PL - Medicinal Growth (Rank 1), Herbalist's Touch (Rank 1)
168 PL - Healing Vines (Rank 1)
252 PL - Accelerated Cultivation (Rank 1)
336 PL - Healing Vines (Rank 2)
420 PL - Medicinal Growth (Rank 2), Antidote Garden (Rank 1)
504 PL - Herbalist's Touch (Rank 2)
588 PL - Healing Vines (Rank 3), Accelerated Cultivation (Rank 2)
672 PL - Medicinal Growth (Rank 3), Antidote Garden (Rank 2)
756 PL - Accelerated Cultivation (Rank 3)
840 PL - Herbalist's Touch (Rank 3), Antidote Garden (Rank 3)
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Medicinal Growth - Passive
The Chikamatsu Cultivators have refined their Wood Release to carry the healing properties of medicinal plants. Every vine, root, and flower they create is infused with restorative compounds from the Arboretum's rarest specimens. Their chakra naturally synthesizes these properties, allowing them to convert any Earth or Water technique into therapeutic Wood Release.

Rank 1/2/3: May convert Water and Earth Techniques into Wood Techniques by paying an additional +20%/+10%/+0% Chakra Cost. The user may convert up to 5/10/15% of damage dealt by Wood Techniques in the past 10 seconds into Natural Energy for 1 AP.

Notes:
  • The Chikamatsu Cultivator automatically has access to the Wood element.
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Herbalist's Touch - Passive
Generations of tending the Chikamatsu Arboretum have given the Cultivators an innate connection to plant-based chakra. They can channel this botanical energy through their techniques, creating a reservoir of healing power drawn from the world's flora. This connection allows them to sustain techniques longer and with greater potency than ordinary medical specialists.

Rank 1/2/3: User gains a Natural Energy pool that has a base amount equal to 15/20/25% of their maximum CP. Natural Energy can be used to cast any Ninjutsu or Chikamatsu Cultivator Bloodline techniques the user knows and any technique cast this way is considered Holy. Additionally, the first time the user casts a Wood Style Ninjutsu each round the user regains Natural Energy equal to 5/7.5/10% of their current CP.

Notes:
  • If the user possesses the Sage Mode ability any chakra which is converted into Natural Energy is added into the user's Natural Energy pool granted by this passive ability and Natural Energy is no longer lost when exiting Sage Mode.
  • The user's Natural Energy cannot exceed 25% of the user's Max CP, unless the user is Archsage or Dark Sage at which point there is no cap.
  • The user's Natural Energy cap does not apply while the user is in Sage Mode.
  • If the user is an Archsage or a Dark Sage, their Natural Energy regeneration at the start of the round is halved.
  • If the user possesses the Dark Sage Kinjutsu all mentions of Natural Energy on the Chikamatsu Cultivator Bloodline are changed to Corrupted Energy.
  • While the user has Natural Energy the user is considered Holy even if the Natural Energy is not used to make an attack Holy.

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Healing Vines - Wood Ninjutsu
The most fundamental technique of the Chikamatsu Cultivators, these vines grow from any surface and seek out targets with surgical precision. Infused with medicinal compounds from the Arboretum, they deliver both offensive strikes and can transmit healing energy through their vegetative structure.

Rank 1/2/3: 2/3/4 strikes doing 125/150/200 Elemental Damage each. The user may choose to use Healing Vines as a Called Shot against 1/2 opponents against a single limb, and each attack making their own Called Shot attempt.

Special Action - Arboretum's Blessing: If the user casts this technique using Natural Energy, they may Combo this technique after another Wood Technique, even if the combo limit has already been reached.

Costs:
Rank 1/2/3: 1.5 AP and 450 CP

Notes:
  • Called Shot Ranks can only be raised once per target per casting.

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Accelerated Cultivation - Wood Ninjutsu
The Chikamatsu's expertise in botanical growth allows them to rapidly regenerate damaged tissue by infusing targets with concentrated plant-based chakra. This creates a temporary symbiotic relationship where medicinal flora grows to mend wounds at incredible speed.

Rank 1/2/3: User heals for 10%/15%/20% of their maximum Natural Energy + 200 HP at the end of each round.

Special Action - Garden's Embrace: By paying the full CP and maintain cost for Accelerated Cultivation from their Natural Energy pool the user may target a single ally with Accelerated Cultivation rather than themselves.

Costs:
Rank 1/2/3: 1.5 AP and 375 CP + 190 CP/rnd

Notes:
  • The user can only maintain this technique on a single target at a time.
  • Can be maintained for a maximum of 30 seconds.

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Antidote Garden - C-Rank Wood Ninjutsu
Drawing upon centuries of toxicological research, Cultivators can cause specialized antidote-producing flowers to bloom rapidly, creating chakra disruption through invasive botanical growth. These flowers absorb and neutralize chakra flow through natural filtration processes.

Rank 1/2/3: The user attempts to affect a Hostile Target cast at -5/-4/-3 Accuracy. This is a Chakra Bind. Every 2 seconds the Bound Target is under the effect of Antidote Garden there is an 18%/24%/30% chance that the 'Disruption' effect is activated on them.

Special Action - Purifying Bloom: By paying the full CP and maintain cost for Antidote Garden from their Natural Energy pool the user gains a +1 Accuracy

Costs:
Rank 1: 2 AP and 690 CP + 345 CP/rnd

Notes:
  • This is a Chakra Bind Technique.
  • This technique can be maintained for up to 30 seconds
  • This Binding Technique has Three Escape Conditions:
    • Being Targeted
    • Spending Chakra Points: The user spending more than 10% max CP.
    • Escape Chance: The Bound Target has a 15% chance to escape per 1 Ap.
  • The 'Disruption' effect randomly ends a single random technique the Bound Target is maintaining. If a Clone/Creation activates this effect, it is dispersed.

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Arboretum Guardian
While most Chikamatsu Cultivators dedicate themselves to healing and research, the Arboretum Guardians stand as the clan's protectors—those who understand that sometimes the garden must be defended with thorns and poison. These specialists have mastered the aggressive applications of medicinal botany, creating carnivorous plants, toxic forests, and living weapons that blur the line between pharmacy and armory.

924 PL - Rooted in Purpose (Rank 1), Therapeutic Constructs (Rank 1)
1008 PL - Garden Keeper's Stance (Rank 1)
1092 PL - Therapeutic Constructs (Rank 2)
1176 PL - Rooted in Purpose (Rank 2), Garden Keeper's Stance (Rank 2)
1260 PL - Medicinal Forest (Rank 1)
1344 PL - Rooted in Purpose (Rank 3), Therapeutic Constructs (Rank 3)
1428 PL - Medicinal Forest (Rank 2),
1512 PL - Living Pharmacy (Rank 1)
1596 PL - Garden Keeper's Stance (Rank 3)
1680 PL - Medicinal Forest (Rank 3), Living Pharmacy (Rank 2)
1764 PL - Living Pharmacy (Rank 3)

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Rooted in Purpose - Passive
The Arboretum Guardians infuse every creation with compounds from the Chikamatsu pharmacopeia. Their wood constructs are reinforced with medicinal resins and therapeutic compounds that enhance their effectiveness in combat.

Rank 1: The user's Creations gain 25% of any of the Wood Ninjutsu Buffs the user has.
Rank 2: The user's Creations and Clones gain 50% of any of the Wood Ninjutsu Buffs the user has.
Rank 3: The user's Creations, Clones, and Contract Summons gain 75% of any of the Wood Ninjutsu Buffs the user has.

Notes:
  • If the user has +4 Accuracy and +20% Damage to Wood Ninjutsu then the Creations/ Creations and Clones/ Creations, Clones, and Contract Summons would all gain +1/+2/+3 Accuracy and +5%/+10%/+15% Damage
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Garden Keeper's Stance - Style
When defending their sacred gardens, Arboretum Guardians can draw upon the accumulated medicinal essence stored in the very soil around them. This connection to cultivated ground grants them seemingly endless endurance.

Rank 1/2/3: The user receives +1 Acc and +5% damage to their Wood Ninjutsu per Wood Jutsu maintained. Every 5 seconds, the user may spend 1 AP to recover Natural Energy equal to 2%/3.5%/5% of their max HP/CP. Additionally, while in this style the user's Healing Vines Jutsu makes +1/2/3 attacks for +0.5 AP.

Cost: 0.5 AP
Notes:
  • Counts either as Chakra or Physical Style. Must be declared upon entering.
  • If used as a Chakra style the user may recover Natural Energy based on their Max CP
  • If used as a Physical style the user may recover Natural Energy based on their Max HP
  • These bonuses cap at +5 Acc and +25% Damage buff.

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Therapeutic Constructs - Wood Ninjutsu
The Guardians create wood clones infused with medicinal compounds, their bodies constructed from healing vegetation. These constructs can administer botanical chakra while fighting alongside allies.

Rank 1/2/3: Creates a clone with 20%/25%/30% of the user's Max CP as HP and -7/-6/-5 Secondaries. This clone is able to cast Bloodline and Wood Ninjutsu techniques up to C-Rank using the user's CP.

[Natural Energy]: If the user chooses to cast Therapeutic Constructs with Natural Energy, then the clone created gains access to the user's Natural Energy pool. Additionally, the user may make up to +1/+2/+3 additional clones. The HP is split equally between the created Clones. All clones gain -1 Secondaries per clone beyond the first.

Costs:
Rank 1/2/3: 2.5 AP and 1,500 CP, 750CP/rnd

Notes:
  • This is a Clone Technique
  • Therapeutic Constructs may use Medicinal Growth if the Bloodline or Wood Technique being cast using [Natural Energy]:
  • Therapeutic Constructs each have 1/4 of the User's AP.
  • If the user is in the Garden Keeper's Stance, the Therapeutic Constructs may spend 1 AP to recover Natural Energy equal to 2%/3.5%/5% of their max HP

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Medicinal Forest - Wood Ninjutsu
The Guardians can transform entire battlefields into aggressive botanical environments, growing forests of medicinal plants that attack enemies. The pollen and spores carry debilitating compounds while the user draws vitality from successful strikes.

Rank 1/2/3: The user makes a check against 2/3/4 Hostile Targets. Every two seconds affected Hostile Targets take damage equal to 1% of their Max HP. The user regains 50% of the damage dealt. Hostile targets also gain -2 accuracy while this technique is maintained.

Special Action - Garden's Wrath: By paying the full CP and maintain cost for this technique from their Natural Energy pool the user may have this Technique affect all in battle but the victims take half damage.

Costs:
Rank 1/2/3: 2.5 AP and 1,500 CP + 750/rnd to maintain

Notes:
  • This is a Terrain Technique
  • This technique may be maintained for up to 30 seconds.
  • To overwrite this Terrain Technique, a -2 Ninjutsu check must be made against the user.
  • B-Rank and A-Rank Fire Techniques will end this technique.



Living Pharmacy - Wood Ninjutsu
The Guardian's ultimate technique creates a colossal tree that embodies the Chikamatsu medical philosophy—a living structure constructed from medicinal plants. Its roots produce aggressive compounds, its sap carries concentrated chakra, and its structure serves as both weapon and tool.

Rank 1/2/3: The user summons a Creation with 2500/3125/3750 + (10/15/20% of the user's current Natural Energy) HP and -6/-5/-4 Secondaries. The Living Pharmacy has 3/4/5 AP and may use any of the actions listed below.

Living Pharmacy Actions:
  • Therapeutic Assault: For 2 AP the Living Pharmacy makes six attacks each doing 200 damage against up to three targets. This may make one Called Shot check against 2 Hostile Targets.
  • Protective Canopy: For 3 AP the Living Pharmacy shields the user and up to two allies with medicinal vines, becoming a Barrier.
  • Entangling Roots: For 4 AP the Living Pharmacy uses roots to restrain a single target at -2 Accuracy which binds them for 10 seconds.
  • Antidote Garden: For 5 AP the Living Pharmacy casts Antidote Garden targeting up to three opponents using the user's Natural Energy pool. This action has a 30 second cooldown.

Costs:
Rank 1/2/3: 3 AP and 3,750 CP + 1,875 CP/rnd to maintain

Note:
  • This is a Creation Technique
  • While Protective Canopy is in use, this counts as a Barrier Technique.
  • Use of Entangling Roots is a Binding Technique, with Three Escape Conditions:
    • Damage: The user taking 10% Max HP damage will break this bind.
    • Escape Chance: The Bound Target has a 5% chance to escape per 1 Ap.
    • Barrier (The Creation's HP is the barrier HP)
  • This technique does not have a maintenance time limit, and lasts until destroyed or no longer maintained.

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Serum Specialist
The Serum Specialists represent the pinnacle of Chikamatsu cultivation innovation—practitioners who have transcended simple botanical manipulation to achieve mastery over advanced medicinal applications. These elite specialists combine Wood Release with pharmaceutical knowledge to create potent compounds and enhanced chakra reserves.

924 PL - Enhanced Synthesis (Rank 1), Botanical Compounds (Rank 1)
1008 PL - Regeneration Seal (Rank 1)
1092 PL - Botanical Compounds (Rank 2)
1176 PL - Enhanced Synthesis (Rank 2), Regeneration Seal (Rank 2)
1260 PL - Vital Infusion (Rank 1)
1344 PL - Enhanced Synthesis (Rank 3), Botanical Compounds (Rank 3)
1428 PL - Vital Infusion (Rank 2),
1512 PL - Tree of Asclepius (Rank 1)
1596 PL - Regeneration Seal (Rank 3)
1680 PL - Vital Infusion (Rank 3), Tree of Asclepius (Rank 2)
1764 PL - Tree of Asclepius (Rank 3)

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Enhanced Synthesis - Passive
Serum Specialists possess unmatched control over medicinal chakra, allowing them to produce concentrated botanical compounds far more efficiently than typical Cultivators. Their enhanced chakra reserves support extended operations.

Rank 1/2/3: User's CP Mod is increased by +2/+4/+6. At Rank 3, the user's Natural Energy Cap is increased to 30% of the user's MAX CP. Additionally, the first time the user casts a Wood Style Ninjutsu each round and the user would regain Natural Energy from Herbalist's Touch, they regain Natural Energy equal to 5% of their Max CP instead of their Current CP.

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Regeneration Seal - Style
The Specialists can create living seals on their bodies—intricate patterns of medicinal vines that grow beneath their skin, storing concentrated energy. When activated, these seals release their stored compounds in controlled bursts.

Rank 1/2/3: The user gains +5%/+10%/+15% Damage Reduction. Additionally, every five seconds while in this style, the user can spend 20% of their Natural Energy to recover HP equal to twice the amount spent. Every time the user heals in this way they gain +1 Accuracy and +5% Medical Healing given and received.

Cost: 0.5 AP
Notes:
  • The user can only heal from this Style five times granting them a max +5 Accuracy and +25% Medical Healing given and received
  • The Natural Energy healing provided by this Style cannot be buffed in any way.
  • The Natural Energy healing provided by this Style can heal Illusionary Damage at 50% effectiveness.
  • The timing of the healing caused by this style is 0 seconds.
  • Counts either as Chakra or Physical Style. Must be declared upon entering.

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Botanical Compounds - B-Rank Wood Ninjutsu
Specialists can grow specialized plant structures with incredible precision, each one serving a distinct purpose. These creations are living pharmaceutical constructs that adapt to battlefield conditions.

Rank 1: Creates one botanical structure. User has access to Medicinal Wall.
Rank 2: User gains access to Treatment Dome.
Rank 3: User gains access to Binding Vines.

Botanical Structures:
  • Medicinal Wall: Creates a Barrier against a single attack with a base HP equal to 10%/15%/20% of the user's Max CP. Medicinal Wall can be used reflexively.
  • Treatment Dome: Creates a Barrier that protects the user and up to one ally. Treatment Dome has base HP equal to 10%/20%/30% of the user's Max CP. Treatment Dome cannot be used reflexively and lasts until it is destroyed.
  • Binding Vines: Targets a Hostile Target with a Physical Bind at -3 Acc. The Bind is a Barrier with 10%/15%/20% of the user's Max CP.

Special Action - Concentrated Formula: By paying the full CP and maintain cost for this technique from their Natural Energy pool, the HP is increased by 5/10/15% of the user's Natural Energy pool.

Costs:
Rank 1/2/3: 2.5 AP and 1,305 CP + 650/rnd to maintain

Notes:
  • This is a Barrier Technique.
  • Binding Vines is a Binding Technique with Two Escape Conditions:
    • Barrier: Once the Barrier HP is depleted the bind ends.
    • Escape Chance: The Bound Target has a 10% chance to escape per 1 Ap.

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Vital Infusion - B-Rank Wood Medical Ninjutsu
The Specialist can implant a concentrated seed of pure botanical essence into an ally's chakra network. This seed creates a symbiotic connection that shares the Specialist's regenerative capabilities with the recipient.

Rank 1/2/3: The user selects a target to receive 30%/40%/50% of the healing that user receives, from all sources including passive heals. If the user is targeted by a technique that would attempt to reduce the user's Bleeding Rank or Called Shot level, the affected ally has a 50% chance of having their Bleeding Rank or Called Shot level reduced by 1.

Special Action - Symbiotic Bond: By paying the full CP and maintain cost for Vital Infusion from their Natural Energy pool the user's target regains a +15%/20%/25% healing and has a 15%/20%/25% chance to reduce a Bleeding Rank or a Called Shot level, chosen at random, by 1 for every 10 seconds this is maintained.

Costs:
Rank 1/2/3: 2.5 AP and 1,500 CP + 750/rnd to maintain

Notes:
  • The healing the affected target receives cannot be buffed in any way outside of the Special Action.
  • The healing the target receives can heal Illusionary Damage at a 25% effectiveness if the user is using the Regeneration Seal Style
  • This technique may be maintained for 20 seconds maximum.

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Tree of Asclepius - A-Rank Wood Ninjutsu
The ultimate expression of Chikamatsu botanical mastery—a colossal tree that embodies centuries of medicinal knowledge. This living monument grows with incredible speed, its structure designed for maximum battlefield control.

Rank 1/2/3: The user summons a tree that has 4400/5500/6600 HP. Each round all hostile targets must succeed a Ninjutsu Check or take damage equal to 30%/40%/50% of the Tree of Asclepius's current HP. Allies regain HP equal to 15%/20%/25% the Tree of Asclepius's current HP.

[Natural Energy]: If the user chooses to cast Tree of Asclepius with Natural Energy, the user's Wood Ninjutsu have +10%/+20%/+30% chance to inflict a random Called Shot.

Costs:
Rank 1/2/3: 3 AP and up to 2,000 CP

Note:
  • This is a Terrain Technique.
  • This is also a Creation Technique.
Medical Prodigy
The Chikamatsu Clan has produced some of history's most renowned medical specialists—practitioners whose understanding of healing arts transcends normal limits through generations of accumulated knowledge and intensive training. These Medical Prodigies represent the pinnacle of the clan's medicinal philosophy, having dedicated their entire lives to mastering every aspect of treatment, surgery, pharmacology, and chakra-based healing. Their skills are not born from divine heritage but from countless hours in the Arboretum studying rare plants, experimenting with antidotes, and perfecting techniques passed down through generations. What they lack in supernatural bloodlines, they more than compensate for through pure expertise, innovation, and an unwavering commitment to the Chikamatsu oath: to preserve life above all else.

Advanced Treatment - Boost (1 point)
Through years of intensive study in the Chikamatsu Arboretum and field experience, Medical Prodigies have refined their healing techniques to extraordinary efficiency. What would take ordinary medics hours to heal, they accomplish in moments through superior chakra control and anatomical knowledge.
Restriction- Can be purchased up to three times
Effect: The user gives +10% Healing and receives +5% Healing.

Tireless Dedication- Boost (1 point)
Restriction- Can be purchased up to two times
Medical Prodigies maintain rigorous training regimens that push both body and mind to their limits. Their stamina and chakra reserves far exceed those of typical specialists, allowing them to perform extended operations without fatigue.
Effect: +1 to HP and CP modifiers.

Reinforced Physiology - Boost (1 point)
Restriction- Can be purchased up to two times
Years of self-experimentation with medicinal compounds and chakra enhancement techniques have strengthened the Prodigy's own body. They continuously test refined formulas on themselves, building incredible resistance to damage and harmful effects.
Effect: The user gains -7.5% Damage Reduction(DR), including Illusionary Damage.

Surgical Precision - Boost (1 point)
Restriction- Can be taken up to two times
Medical Prodigies train their bodies as instruments of healing, developing extraordinary fine motor control and chakra manipulation. Whether wielding chakra scalpels or medicinal compounds, their movements are perfectly calculated for maximum effectiveness.
Effect: The user chooses either Ninjutsu or Taijutsu (stated in their Dojo); when making a Medical Offensive Technique of the chosen type, the user gains a +1 Crit and a +2 bonus; this applies to checks, as well, but these Techniques now cost +10% CP. Taking this boost twice does not increase this to +2 Crit and a +4 bonus, but instead grants the user both the Ninjutsu and Taijutsu options.

Inverse Treatment - Dependent Special Move (3 points)
Restriction- C Rank and up
The Chikamatsu's deep understanding of how healing chakra interacts with the body allows Prodigies to reverse the flow of their techniques. By inverting the cellular stimulation that normally promotes healing, they can instead cause rapid necrosis and tissue breakdown—turning medicine into poison.
Effect: The user may cast Medical Ninjutsu as Offensive Techniques using Ninjutsu Accuracy. Casting a Medical Ninjutsu as an Offensive Technique deals Elemental Damage equal to the amount of HP it would have healed, but has no Primary/Secondary Effects. This converts flat healing to flat damage, and % healing to % damage. Eg, Mystical Hand would deal 2%/3% Max HP damage + 290/360 Elemental Damage)

Symbiotic Circulation - Passive (3 points)
Medical Prodigies have perfected a chakra circulation technique that allows them to simultaneously heal others while absorbing trace amounts of vital energy to sustain themselves. This symbiotic relationship between healer and patient is a closely guarded Chikamatsu secret, representing the ultimate expression of their medical philosophy.
Effect: The user's Medical Techniques also heal the user for 10% of the healing they perform on others. Additionally, the user may spend +10% CP costs on any Ninjutsu Technique to have it count as a Medical Technique for the purposes of buffs and abilities.

Purification Protocol - Independent Special Move (2 points)
Through extensive toxicology training in the Arboretum, Medical Prodigies can instantly identify and neutralize poisons on contact. Their chakra acts as a universal antidote, breaking down toxic compounds at the molecular level through precise energy manipulation.
Effect: The user may dispel any poisons affecting a target they can make Melee Contact with. Additionally, there is a 5% chance to dispel a random maintainable effect imposed on the target.

Mass Treatment Protocol - Dependent Special Move (3 points)
Restriction- C Rank and up
Chikamatsu Medical Prodigies are trained specifically for battlefield triage, where treating multiple casualties simultaneously can mean the difference between victory and defeat. Through superior chakra control, they can extend healing techniques to affect entire groups.
Effect: By paying +25% CP per target the user may apply Non-Offensive Medical Ninjutsu to additional targets, but the targets receive 25% less healing per target before any Buffs/Debuffs. Buffs/Debuffs applied to this healing treat the lowered sum as the baseline healing.

Emergency Response - Technique Modification (3 points)
Restriction- Must have Medical Ward
Medical Prodigies maintain constant awareness of their allies' vital signs during combat, allowing them to react instantaneously when someone's life is in danger. Their reflexes are honed specifically for emergency interventions, deploying protective techniques before the patient even realizes they're in danger.
Effect: When an Allied Target falls below 10% Max Hp, the user may reflexively cast Medical Ward upon them as a free action, but for 3x the CP cost. Can only be used on each Allied Target once per battle, and may not be used if the Allied Target is KO'd or Dead.

Pharmaceutical Conversion - Dependent Special Action (2 points)
The Chikamatsu understanding of chakra's dual nature allows Prodigies to reformat offensive techniques into healing ones by altering the energy's cellular interaction. Destructive chakra becomes regenerative through precise molecular manipulation—a technique that often confuses enemies who expect damage but witness healing instead.
Effect: For +20% CP Costs the user is able to convert a non-maintainable damaging Ninjutsu into a Medical Technique which heals for 75% of the damage dealt. This Technique receives Buffs from its Original Ninjutsu Sub-type and the user's Medical Buffs.

Chakra Scalpel Mastery - Independent Special Move (3 points)
Medical Prodigies can concentrate their healing chakra into devastating offensive strikes by applying surgical knowledge to combat. They target vital points with the same precision used in delicate operations, dealing catastrophic internal damage that bypasses external defenses.
Effect: For 10 seconds, the user's Taijutsu Offensive Techniques count as Medical Techniques for buffs and abilities, and have +50% Damage Buff but a +100% CP Cost. While under the effects of Chakra Scalpel Mastery any negative damage modifiers the user has are ignored. Requires a twenty second cooldown before it may be activated again.

Life Preservation Seal - A-Rank Medical Ninjutsu (1 point, 1 to rank up)
Restriction- A-Rank and Up
The pinnacle of Chikamatsu emergency medicine, this technique creates a protective seal that continuously siphons small amounts of damage into a chakra construct. Should the patient suffer a mortal wound, the stored energy is instantly released to stabilize them. This represents centuries of medical innovation condensed into a single life-saving procedure.
Rank 1/2: User may choose up to 1/2 Allied Targets to be affected by Life Preservation Seal for 30 seconds. While active, whenever either Allied Target takes damage, 10%/15% of the damage is stored into Life Preservation Seal. Additionally, if the target's HP drops to 0, they instantly recover all HP stored through Life Preservation Seal.

Rank 1/2 Cost: 3 AP, 3000/3500 Chakra

Notes:
  • Lasts for 30 seconds, or until a chosen target of Life Preservation Seal activates the second effect.
  • If neither of the target(s) of Life Preservation Seal activates the second effect upon the end of the duration, the target(s) recovers half of the HP stored through Life Preservation Seal. In terms of Rank 2 Life Preservation Seal, half of the HP stored through Life Preservation Seal is evenly divided among the two targets.
  • A target may only be affected by the second effect of Life Preservation Seal once per battle.
  • May only maintain a single Life Preservation Seal at any time.
  • Example; an attack dealing 3000 damage would instead deal 2700/2550 damage, with 300/450 being stored into Life Preservation Seal.
Kodama Keeper
The Chikamatsu Clan's Kodama Keepers are spiritual botanists who have formed bonds with the tree spirits—kodama—that inhabit the ancient plants within the Arboretum. Through generations of tending sacred groves and communicating with these nature spirits, these practitioners have developed the ability to perceive and interact with the spiritual essence of all living plants. They serve as intermediaries between the physical world of medicine and the ethereal realm where plant souls reside, drawing upon kodama wisdom to enhance their healing arts and protect the Arboretum's most precious specimens. Their connection to these tree spirits grants them an otherworldly quality—they move through gardens with unnatural grace, seem to hear whispers in rustling leaves, and can call upon spiritual flora that exists between dreams and reality.

Note: All techniques and buffs from this Core Ability are considered Spiritual.

Spirit Sight - Passive (3 points)
Kodama Keepers can perceive the spiritual essence of plants, allowing them to see through illusions crafted from natural materials. The tree spirits whisper warnings of deception, granting unusual resistance to mental manipulation that attempts to distort their perception of the natural world.
Effect: All penalties from genjutsu are reduced by 1. Additionally, all % chances in Genjutsu to cause a negative effect on the user are reduced by 10%.

Kodama Whispers - Passive (2 points)
Restriction- C Rank and up
The tree spirits teach Kodama Keepers to weave illusions using the spiritual essence of plants, creating genjutsu that blur the line between hallucination and genuine supernatural phenomenon. These spirit-touched illusions are more persistent and difficult to dispel than ordinary techniques.
Effect: All Genjutsu costs are reduced by 10%. Genjutsu which are fully effective last an additional round before resistance checks are made, and Partially-Effective Genjutsu are treated as fully effective for 1 round after the initial use.

Nature's Voice - Ability Modification (2 points)
Restriction- Requires Sixth Sense
Kodama Keepers hear the constant murmur of tree spirits communicating through rustling leaves, creaking branches, and shifting roots. This spiritual awareness extends beyond plants—they can sense disturbances in the natural order, detecting anything false or out of place.
Effect: +2 to Awareness and Genjutsu Save

Spirit-Touched - Boost (1 point)
Restriction- Can only be purchased a maximum of 3 times.
Constant communion with kodama has left Keepers partially existing in the spirit realm. They flicker like dappled sunlight through leaves, their forms never quite solid as they walk between the physical and ethereal gardens.
Effect: -5% damage taken

Ancient Wisdom - Boost (1 point)
Restriction- Can only be purchased a maximum of 3 times.
The kodama share memories of centuries spent observing the world, granting Keepers access to ancient knowledge and mental fortitude that transcends mortal understanding. This spiritual wisdom makes their will nearly unbreakable.
Effect: +1 Genjutsu DC

Kodama Blade - Independent Special Move (3 points)
Keepers can request that friendly tree spirits manifest as ethereal weapons—living wood that exists between worlds, sharp enough to cut both flesh and spirit. These spirit-forged arms respond to the Keeper's will as naturally as their own limbs.
Effect: User creates a weapon out of pure chakra; this costs 100 CP and 1 AP to summon and 100 CP/rnd to maintain. All attacks made with this weapon are considered Spiritual, and Genjutsu may be channeled through it without the use of handseals. This weapon has two augment slots and goes by normal Weapon Creation Jutsu rules.

Spirit Binding - Independent Special Move (2 pts)
When kodama sense a threat to their Keeper, they can manifest briefly to interfere with enemy movements. Spiritual roots erupt from nowhere to entangle foes, making escape nearly impossible as the tree spirits themselves intervene.
Effect: If any of the user's attacks are auto-dodged, they may reflexively pay 1 AP to cancel the auto-dodge. This requires a Genjutsu Check, and may only effect a target once every other round.
Notes:
- This may be used as its own conditional, and does not have to be tagged to a specific attack. (For example, the conditional could read 'use Spirit Binding on the first attack of mine that is auto-dodged.')
- Can be used on Activated Auto-dodges as well as passive auto-dodge activations.

Spiritual Sustenance - Independent Special Move (3 Points)
Kodama can share their life energy with their Keeper, draining vitality from illusions affecting enemies and converting it to replenish the Keeper's chakra reserves. This symbiotic exchange represents the deep bond between spirit and practitioner.
Effect: The user activates this for 1.5 AP. For one full round, every Genjutsu the user casts that deals damage returns half of the damage dealt as CP to the user. Requires one full round of cooldown after use.

Sacred Grove Barrier - Jutsu Modification (2 Points)
Restriction- Requires Barrier
When Keepers create barriers, friendly kodama inhabit them—spiritual guardians that continuously repair damage and shelter those within. The tree spirits' presence transforms simple chakra constructs into living sanctuaries.
Effect: Barrier gains 1500 HP more than normal when used and fully heals itself each round. The user gains back 1% Max HP a turn while it is in use.

Spirit Walk - Independent Special Move (2 points)
Kodama Keepers can step briefly into the spirit realm where kodama naturally reside, phasing through physical obstacles by walking between worlds. Tree spirits guide them through this ethereal space, ensuring safe passage.
Effect: For 1.5 AP, the user may reflexively dispel one of their maintained Genjutsu in order to free themselves from any movement-restricting affect (this special move does not require movement). This has no affect on Genjutsu, and cannot be reused for a full round (10 seconds).

Kodama's Gift - Ability Modification (3 points)
Restriction- Must have Shinobi 101
The tree spirits can infuse any technique the Keeper has mastered with spiritual essence, transforming mundane skills into supernatural abilities. This blessing allows even non-spiritual techniques to benefit from the kodama's otherworldly nature.
Effect: The user's jutsu under the effect of Shinobi 101 are treated as Spiritual.

Kodama Manifestation - A-Rank Non-Elemental Ninjutsu (1 point, 1 to rank up)
Restriction- A-Rank and Up
The ultimate expression of the bond between Keeper and kodama—the practitioner temporarily transforms into a tree spirit themselves, becoming a hybrid creature of flesh and spiritual wood. In this form, they exist primarily in the spirit realm while maintaining a presence in the physical world.
Rank 1: User transforms into a kodama for 2 rounds. While transformed, the user takes -20% damage from Ninjutsu and Taijutsu. Their Alignment remains Spiritual regardless of what other techniques are used during this time. Additionally, the user takes an additional +5% damage from normal from Cursed attacks, and -5% damage from normal from Holy attacks. The user's Taijutsu attacks deal -15% less damage in this state unless used with their Kodama Blade.
Rank 2: User transforms into a kodama for 2 rounds. While transformed, the user takes -30% damage from Ninjutsu and Taijutsu. Their Alignment remains Spiritual regardless of what other techniques are used during this time. Additionally, the user takes an additional +10% damage from normal from Cursed attacks, and -10% damage from normal from Holy attacks. The user's Taijutsu attacks deal -15% less damage in this state unless used with their Kodama Blade.
Cost: 2000 CP, 3% Max HP, and 3AP
Notes:
- This counts as a Chakra Armor.
- This jutsu is not a maintain; once activated, it cannot be deactivated until it ends.
- Can only be used twice per battle, and requires a full round of cooldown between uses.
- HP used on this jutsu counts as Illusionary and cannot be recovered for the rest of the battle.
- Cursed attacks that hit the user ignore the damage reduction against Ninjutsu and Taijutsu.
Puppet Surgeon
The Chikamatsu Clan's Puppet Surgeons represent the convergence of medical expertise and mechanical innovation. These specialists craft autonomous medical constructs—sophisticated puppets designed not for combat, but for precise surgical procedures, pharmaceutical production, and patient care. Where traditional puppeteers create weapons of war, Puppet Surgeons build helpers of healing: delicate constructs capable of performing operations with inhuman precision, mixing medicines without error, and tending to multiple patients simultaneously. Their workshops blend operating theater with puppet forge, where chakra strings guide scalpels as deftly as they would blades, and mechanical familiars serve as tireless assistants in the endless work of preserving life.

Medical Construct - Passive (3 point)
Puppet Surgeons create specialized medical constructs to assist in their work—autonomous helpers designed for surgical precision and pharmaceutical accuracy. These constructs lack combat capability but excel at the intricate tasks required in medicine, from assisting in complex operations to preparing antidotes with perfect measurements.
Effect: The user has a Medical Construct. This Entity works as follows;
  • HP equal to 60% of the user's Max CP. Cannot recover lost HP through any method.
  • Secondary Stats equal to the user's. Its Accuracy type is always treated as if it were a High option in the user's class. Benefits from Pharmaceutical Precision, if the Puppet Surgeon has it.
  • It has its own Awareness, separate from the user.
  • It does not have any Chakra, however is not required to spend chakra for its actions.
  • Immune to Poison, Genjutsu, Medical Jutsu and Chakra Damage.
  • The user must designate at least one weapon of their own weapons in their Dojo thread (but may designate any amount). This weapon is owned by the Medical Construct rather than the Puppet Surgeon. This Weapon may not be one granted from a Kinjutsu.
  • It has 2.5 AP. It may perform up to 2 basic strikes per round, and use augments applied to its weapons. If equipped with Integrated Tools or Advanced Systems, it may use the equipment installed on it.
  • Medical Construct will not trigger any Traps it attacks. When hitting a Trap, it makes a Ranged check vs the owner of the Trap; if Medical Construct succeeds, the Traphit is converted into the Puppet Surgeon's. Traps taken control of count towards the Puppet Surgeon's limit of active Traps; if not triggered by the end of the current round, the user may freely change its triggering conditions at the start of the next round.
    • When taking control of a Trap, the original trap owner and the Puppet Surgeon are 'reversed' for the purpose of triggering conditions.

Pharmaceutical Precision - Passive (1 point)
Restriction- May be purchased twice
Puppet Surgeons are masters of precise application—whether deploying antidotes, setting medical traps, or applying poisons for research purposes. Their mechanical precision ensures perfect dosing every time.
Effect: The user gains +1 Accuracy/Genjutsu DC to any Tool, Trap and Poison equipment. After using any Tool/Trap/Poison (Traps are based when set, not triggered), this bonus will apply to any of the users actions made in the following 5 seconds (not just equipment).

Advanced Systems - Ability Modification (2 points)
Restriction- Requires the Mechanized Weapon ability
Puppet Surgeons integrate medical equipment directly into their weapons and constructs, ensuring they're never without essential tools. Each weapon becomes a portable pharmacy and surgical kit combined.
Effect: Mechanized Weapon may no longer be taken multiple times, and the effect is replaced as follows; all the user's weapons each gain a single equipment slot (rather than a single weapon 2 slots). This slot may be used for a Trap, Tool and Poison items. Items used in this way require a 12 second cooldown before they may be reused, and the same Item may not be selected for multiple weapons. The user does not need to be equipped with the Advanced Systems weapon to use its item.

Timed Release - Dependent Special Move (2 points)
Puppet Surgeons design their medical deployments with multiple trigger mechanisms, ensuring treatments or defensive measures activate at precisely the right moment. Their traps can respond to multiple conditions simultaneously.
Effect: The user may pay 150 CP to add a second "Trigger" to a Trap (if they want to). Once per round, the user may trigger a trap set with Timed Release for 1% Max CP; the trap will attempt to effect a target of the user's choice instead of its normal target.

Medical Apparatus - Passive (2 points)
Puppet Surgeons craft specialized devices that can autonomously perform medical procedures—mechanical constructs designed to cast and maintain healing techniques without constant supervision. These apparatus free the surgeon to focus on other tasks while treatments continue.
Effect: The user has a special gear item that does not take up an equipment slot. The Medical Apparatus is targetable via Called Shot: Weapon, and if 'Broken' becomes unusable. Upon learning this skill, the user must choose up to 5 standard purchasable Ninjutsu or Genjutsu, selected from no more than 3 Subtypes. When performing these jutsu, the user may choose to channel these Jutsu through the Medical Apparatus at 80% of their standard cost, and does not need to pay any maintain costs (the Medical Apparatus will maintain it), however the Medical Apparatus may only channel and maintain a single Jutsu at a time. All other rules remain unchanged.
Note: Chosen Jutsu cannot be of a rank higher than the user. The user does not have to meet purchase requirements (such as X-Jutsu mastered, or having certain affinities). Chosen jutsu may be swapped by unlearning/relearning this CA skill.

Resourceful Recycling - Passive (1 point)
Restriction- May be purchased twice
Puppet Surgeons waste nothing—every used medical supply can be broken down and repurposed. Empty antidote vials become components for new medicines; spent traps yield materials for fresh deployments.
Effect: The user gains 1 'Medical Scrap' each time they use a Trap, Tool or Poison. 3 pieces of 'Medical Scrap' may be used to replicate 1 usage of -ONE- of the following item types even if they do not own it; Trap, Tool or Poison. Taking this passive a second time does not increase the amount of Medical Scrap gained, but allows them to replicate a second Item type.

Protective Field - Independent Special Move (2 points)
Puppet Surgeons can deploy emergency barriers using stored medicinal chakra—protective fields that specifically shield against genjutsu and elemental damage. These temporary shields are designed for quick deployment during medical emergencies.
Effect: The user may create a Barrier that blocks Genjutsu and Elemental Damage equal to 4% of their Max CP. Lasts until destroyed, or deactivated for 0.5 AP. If deactivated with HP remaining, Protective Field will not cost CP for its next activation and will recharge to its full HP value at the end of the round (if reactivated before recharging, it will have its previous HP value and not regain HP). If destroyed, there is a 10 second cooldown before Protective Field may be used again.

Enhanced Medical Gear - Jutsu Modification (3 points)
Restriction- Requires either Light Armor or Heavy Armor
Puppet Surgeons integrate medical systems directly into their protective gear. Light armor becomes infused with camouflaging compounds for stealth operations, while heavy armor incorporates automated healing systems that treat injuries as they occur.
Effect: For 1.5 AP and 3% Max CP, the user may activate a special effect depending on which Armor they possess, lasting for 30 seconds. If the user has Light Armor, this will cast Active Camo [Rank 2] to the user upon use, and the start of each round (each cast lasting the remainder of the round). If the user has Heavy Armor, this will cast Coagulation [Rank 1] and Skeletal Fortification [Rank 1] upon use, and the start of each round. The cost of this modification replaces the cost of the techniques, and the user may not perform any special actions of the techniques.

Reactive Deployment - Dependent Special Move (3 points)
Puppet Surgeons program their constructs to respond instantly to battlefield changes. When traps trigger, automated systems can immediately follow up with complementary actions—antidotes after poison traps, healing after damage, or additional strikes to capitalize on openings.
Effect: When one of the user's Traps are triggered, the user may reflexively follow up with up with a B-Rank or below action of their choice at +20% CP; this attack does not interrupt their current action. May be used once per round. This is counted as a combo.

Emergency Protocol - Dependent Special Move (3 points)
Every Puppet Surgeon builds failsafes into their equipment—automated defensive responses that trigger when the user is endangered. These emergency systems deploy protective traps automatically, intercepting attacks that would otherwise connect.
Effect: May only be used when equipped with a Mechanized Weapon/Advanced Systems or Enhanced Medical Gear. When using a Trap, the user may set it on a special trigger; it will trigger when the user fails their Dodge check against an incoming attack. When triggered, the user will dodge the attack and the trap will target their attacker. This is considered an Activated Auto-Dodge, and has a 15 second cooldown from the time the trap is set. The user pays 1.5 AP and 2% Max CP when the trap is triggered (not when it is set).

Adaptive Treatment - Physical Style (2 points)
Puppet Surgeons excel at adapting to changing conditions, maintaining multiple treatment protocols simultaneously. Their constructs can switch between different medical procedures rapidly, responding to whatever the situation demands.
Effect: While this style is active, the user may use 2 Prep Slots each round (they do not have to be prepared beforehand; all options are available). All CP costs are increased by 15% while this style is active.
Notes:
- Like any other fighting style, this can be turned on or off at the user's discretion or lack thereof.

- Does not stack with the Strategist ability, or effects which simulate it. If the user owns said ability, it is unavailable any round Adaptive Treatment is active.

Pharmaceutical Suppression Field - Non-Elemental Ninjutsu (1 point, 1 to rank up)
Restriction- A-Rank and up
The pinnacle of Puppet Surgeon innovation—a deployed system that floods an area with chakra-disrupting compounds. These specialized aerosols interfere with chakra stability, making it exponentially more difficult to maintain techniques. The field affects all combatants equally, representing the Chikamatsu principle that medical knowledge cuts both ways.
Rank 1: Creates a 'Suppression Device' with 6000 HP. While active, all maintained Chakra costs are multiplied by x1.5 for any non-Taijutsu maintained effects (does not effect non-chakra maintain costs, such as HP or Natural Energy), and Ninjutsu/Genjutsu which are effected by this may not be maintained longer than 30 seconds.
Rank 2: Creates a 'Suppression Device' with 8000 HP. While active, all maintained Chakra costs are doubled for any non-Taijutsu maintained effects (does not effect non-chakra maintain costs, such as HP or Natural Energy), and Ninjutsu/Genjutsu which are effected by this may not be maintained longer than 20 seconds.
Cost: 3 AP, 4500 CP
Note:
- This is an Terrain jutsu.
- Lasts 30 seconds, until the 'Suppression Device' is destroyed, or someone else casts their own Terrain jutsu. Once dispelled, this jutsu requires a 10 second cool down before it may be recast.
- Upon activation, the user makes a Stealth check against all in battle to place the 'Suppression Device' unnoticed. If the user succeeds a check, the 'Suppression Device' is considered to be in stealth vs those who failed the check. If Pharmaceutical Suppression Field is considered a hidden action, then no Stealth check is needed toward the unaware target; unaware targets are automatically unaware.
- There is no check for other Terrain jutsu to dispel this. Instead, any Terrain jutsu cast while this Jutsu is active have a 50% chance to fail (CP spent on the jutsu is lost). If they are cast successfully, Pharmaceutical Suppression Field is dispelled and the Suppression Device is destroyed.
Venom Savant Kinjutsu
The Chikamatsu Clan's mastery of medicine and toxicology is unparalleled in the shinobi world. For generations, they have studied the delicate balance between cure and poison, understanding that true healing requires intimate knowledge of harm. The Venom Savants represent the darkest evolution of this philosophy—masters who have delved so deeply into the study of neurotoxins, psychoactive compounds, and the manipulation of the body's chemistry that they can weaponize their knowledge through genjutsu. By understanding how poisons affect the mind and body at a cellular level, these specialists learned to replicate those effects purely through chakra manipulation. They can turn an opponent's own chakra coil against them, treating it like a circulatory system to be flooded with psychoactive energy. Their genjutsu doesn't merely trick the senses—it chemically alters perception by commanding the target's chakra to produce the same neurological responses as actual toxins. To face a Venom Savant is to have your own life energy transformed into poison coursing through your veins.

Kinjutsu Table

Prerequisites: Kinjutsu Application, 3 ability slots, B-Rank, 10 mastered Genjutsu

Effect:
  • The user gains +1 Gen DC.
  • The user is considered Spiritual
  • The user may maintain 2 Genjutsu techniques in each sense slot if they are placed on a Toxin Bloom. If 2 Genjutsu are sharing a slot, the second Genjutsu counts as rank 1.
  • When a Hostile Target affected by the user's Genjutsu uses Cancel, two checks are made. The Hostile Target must succeed both checks to remove the Genjutsu. This effect has a 10 second cooldown if it causes the target's Cancel to fail.

Toxin Bloom – Kinjutsu Ability
Drawing upon their clan's botanical mastery and deep understanding of psychoactive compounds, the Venom Savant cultivates specialized flowers on the battlefield—beautiful blossoms that release invisible clouds of chakra-infused pollen. To the untrained eye, these flowers appear to be simple Wood Release creations, harmless decorations in the chaos of combat. In truth, each bloom is a sophisticated delivery system for the Savant's neurotoxic genjutsu. The pollen doesn't carry actual poison—it carries the Savant's chakra, pre-programmed with specific illusionary effects that activate upon contact with a victim's chakra network. Once inhaled or absorbed through the skin, the foreign chakra integrates seamlessly with the target's coil, lying dormant like a toxin in the bloodstream until the Savant triggers its effects. Multiple blooms create overlapping fields of psychoactive influence, drowning the battlefield in an invisible garden of madness.

Effect: For 1 AP, the user creates a [Toxin Bloom] on the Battlefield. The user may have a maximum of 4 [Toxin Blooms] at a time. [Toxin Blooms] have the following effects:
  • A [Toxin Bloom] has HP equal to 10% of the user's Max CP.
  • When a [Toxin Bloom] is destroyed, the user takes HP damage equal to 5% of their Max CP.
  • A [Toxin Bloom] cannot Dodge, but can be created in Stealth.
  • The user may cast an Offensive Genjutsu Technique on the [Toxin Bloom].
  • The [Toxin Bloom] will attempt to cast the Offensive Genjutsu Technique on it at all valid targets every 10 seconds. The cast time will be the same timing as when it was cast on the [Toxin Bloom] (If a Genjutsu is cast on the [Toxin Bloom] at 7 seconds of the round, it will cast again at 7 seconds next round)
  • [Toxin Bloom] Genjutsu Techniques follow Genjutsu Sense Slot rules and count as the user casting and maintaining them.
  • Unless the user manually triggers a [Toxin Bloom], it counts as casting a free technique.
  • The user may pay 50% of the AP and CP cost to manually trigger up to two [Toxin Blooms] per round. This replaces its normal triggering.
  • The [Toxin Bloom] may only cast one E-A Rank Genjutsu Technique at a time.
  • The [Toxin Bloom] cannot cast Bloodline/Core Ability Techniques.
  • Each [Toxin Bloom] must have a different Rank Genjutsu Technique on it. (Eg: If Toxin Bloom #1 has a B-Rank Genjutsu Technique, no other Toxin Bloom can be used to cast B-Rank Genjutsu Techniques)

Venomous Coil – Kinjutsu Ability
The most insidious discovery of the Venom Savants lies in their understanding of how toxins spread through the body's systems. A poison doesn't simply sit inert—it uses the victim's own blood flow to distribute itself, turning the body's life-sustaining mechanisms into vectors of harm. The Savant applies this same principle to genjutsu, manipulating their victim's chakra coil to treat foreign illusionary energy as if it were native. Like a parasite that mimics the host's cellular structure to avoid detection, the Savant's genjutsu is chemically altered at the moment of contact to match the victim's unique chakra signature. The target's own network then circulates the illusion throughout their system, maintaining and even strengthening it with their own energy. The victim literally poisons themselves, their coil working tirelessly to sustain the very technique destroying their mind—all while the Savant conserves their chakra for the next devastating strike.

Effect: Maintained Genjutsu Techniques take the CP Cost from the target and not from the user with a successful Genjutsu check. This cost cannot be buffed or debuffed in any way.

Notes:
  • If the user has increased CP costs they apply to the target as normal, but effects on the target do not increase or decrease the Cp costs. (If the user uses a special action that has an increased Cp cost that applies, but effects on the target that increases their Cp costs such as Elemental Illusions do not increase these costs).
  • This is not an increased Chakra Cost, and therefore Conservative Motion does not affect it.
  • Does not apply to Genjutsu cast through a [Toxin Bloom]

Synaptic Severance – B-Rank Genjutsu
Every Chikamatsu medical student learns early in their training that the nervous system is both magnificently resilient and terrifyingly fragile. Neurotoxins work by disrupting the electrical signals that travel between brain and body—severing the connection between thought and action, between stimulus and response. The Venom Savant has perfected a genjutsu that replicates this effect with horrifying precision. By flooding specific neural pathways with corrupted chakra, they create temporary "breaks" in their victim's mental processes—moments where the brain simply cannot maintain focus or resistance. The victim experiences it as a sudden fog, a disconnect, a momentary inability to think clearly. Medically trained opponents recognize the symptoms immediately: this isn't just illusion, it's simulated nerve damage. The Savant has essentially induced a temporary stroke through pure chakra manipulation, leaving the victim's mental defenses compromised and vulnerable to deeper poisoning.

Rank 1/2: The user makes a check against a target. A successful check deals 300/375 Illusionary Damage and gives a -2/-3 Gen save.

Cost: 480 CP, 240cp/rnd

Notes:
  • When this technique is cast, the user chooses the Genjutsu Technique Subtype, and it will occupy the corresponding Sense Slot.
  • This Technique may be maintained for a maximum of 30 seconds.

Hemotoxic Terror – B-Rank Will Genjutsu
Among the most feared categories of venom are the hemotoxins—poisons that don't kill quickly but instead trigger the body's own fear response, flooding the bloodstream with stress hormones that accelerate the toxin's spread. The victim's racing heart becomes their enemy, pumping poison faster through their veins with every terrified beat. The Venom Savant has weaponized this biological nightmare into pure genjutsu. By manipulating the target's chakra to stimulate their adrenal glands and fear centers, they create a cascade of genuine physiological terror. The victim's own body produces real adrenaline, real cortisol, real panic—not because they're afraid of what they see, but because their chemistry has been hijacked. Even hardened warriors who have conquered psychological fear find themselves paralyzed by this technique, because it bypasses willpower entirely. Their body is afraid, and no amount of mental discipline can override biochemistry.

Rank 1/2: The user makes a check against a target. A successful check deals 600/750 Illusionary damage, and the target has a 5/10% chance per offensive technique to auto-miss, losing AP and all costs associated with their attack.

Cost: 480 CP, 240cp/rnd

Notes:
  • This Technique may be maintained for up to 50 seconds
  • The % chance accumulates until the effect occurs, capped at 50%.
  • The Auto-Miss effect has a 5 second cooldown after triggering.

Euphoric Delusion – A-Rank Visual Genjutsu
Not all toxins kill through pain and fear—some of the most dangerous poisons work by making the victim feel wonderful. Euphoric compounds flood the brain with dopamine and endorphins, creating false sensations of success and safety even as the body shuts down. The Chikamatsu archives contain dozens of cases where poisoned shinobi died smiling, convinced they had won their battle. The Venom Savant has mastered this cruel irony as a genjutsu technique of devastating effectiveness. By manipulating their victim's chakra to trigger pleasure centers in the brain, they create an overwhelming sensation of triumph. The victim becomes convinced their attacks are landing, that victory is assured, that the Savant is on the verge of defeat. In their desperate hope to finish the fight, they pour more and more chakra into their "successful" techniques, never realizing they're actually feeding the very illusion that's killing them. It's a poison that tastes like victory, and by the time the euphoria fades, it's far too late.

Rank 1/2: Cast at -2/-1 Gen DC dealing 730/900 damage a round and has a 20%/30% chance of the CP cost being paid by the Hostile Target.

Cost: 2200 CP, 1100 CP/rnd

Notes:
  • If the Hostile Target is affected by Venomous Coil, the target still pays the additional CP cost.
  • This technique may be maintained for up to 30 seconds

Systemic Rejection - S Rank Genjutsu
In the Chikamatsu medical archives, there exists documentation of the most catastrophic toxicological failure: systemic rejection, when the body's immune system turns against itself with fatal results. It occurs when foreign substances so thoroughly saturate the system that the body can no longer distinguish between poison and self, attacking everything in a desperate attempt to purge the contamination. The Venom Savant's ultimate technique replicates this nightmare through genjutsu alone. After drowning their victim in layers upon layers of illusionary toxins—each genjutsu acting as another foreign compound in their chakra network—the Savant triggers a cascade failure. The victim's coil, overwhelmed by corrupted energy it can no longer distinguish from its own, attempts to purge everything at once. The result is catastrophic: a full-body rejection of their own chakra system. Survivors of this technique, if any exist, are left with permanent damage to their coil—scar tissue in their chakra pathways, dead zones where energy no longer flows, phantom pains that never fade. It is the ultimate expression of the Chikamatsu philosophy: to truly master healing, one must first understand how to destroy.

Prerequisites: S-Rank and Venom Savant
Effect: Targets one opponent. Each Genjutsu affecting the target grants this technique +1 Gen DC and 1000 damage, up to +4 DC and 4000 damage. Upon being hit by this technique, the target cannot use conditionals for 20 seconds.

Cost: 4AP, 3400 CP

Notes:
  • This technique does not take up a sense slot.
  • Only one opponent may be affected by this at a time.
  • The user may only cast this technique on a specific target once per battle successfully.
Toxic Bloom
The mind of a Chikamatsu toxicologist is a garden of deadly beauty. The lines between cure and poison easily become blurred as these practitioners embrace the forbidden knowledge hidden in the Arboretum's most dangerous specimens. Toxic Bloom masters can manifest their pharmaceutical expertise as tangible weapons or make enemy attacks dissolve like petals on the wind. Stepping beyond ethical boundaries of medicine and into forbidden experimentation, the Toxic Bloom is a terrifying fusion of healing arts twisted into weapons of mass destruction.
Prerequisites: Kinjutsu Application, 3 Ability Slots, B Rank, Chikamatsu Clan Member. 7 Genjutsu Mastered and 5 Ninjutsu Mastered.

Effect: You gain the following:
  • The user gains the Elemental Illusion Ability and will not take up a slot.
  • The user gains access to the Delirium Slot Genjutsu sense slot.
  • The user may apply half their current Ninjutsu Accuracy bonus to any Genjutsu DC or Check. Stacks with the user's Genjutsu bonuses.
  • The user receives +1 Genjutsu DC and +5% Secondary Effect per consecutive Ninjutsu used before casting a Genjutsu, max +3 DC and +15% Secondary Effect.
  • The user receives +1 Ninjutsu Accuracy and +5% Ninjutsu Damage per consecutive Genjutsu used before casting a Ninjutsu, max +3 DC and +15% Ninjutsu Damage.
Notes
  • The increased DC and Secondary Effect chance are lost if a non-Genjutsu technique is used after consecutive Ninjutsu techniques.
  • The increased Accuracy and Damage are lost if a non-Ninjutsu technique is used after consecutive Genjutsu techniques.

Spreading Toxin - Kinjutsu Ability
Exposure and dosage are what bring even the strongest warriors to their knees. The Toxic Bloom practitioner imposes psychoactive compounds into the minds of their enemies, forcing opponents to question what symptoms are real and what are hallucinations. Blurring the lines between pharmaceutical reaction and mental illusion, they force their opponent's minds to relive poisonous attacks over and over until just the memory triggers physiological responses.

Prerequisites: Toxic Bloom.

Effect: The user gains the ability to convert any Offensive Ninjutsu Technique into a Delirium Technique. Delirium Techniques work as follows:
  • May only target the Delirium Genjutsu Sense Slot.
  • Maintainable Ninjutsu Techniques may not be used.
  • Delirium Techniques deal 30% of the Ninjutsu Techniques damage once every full 10 seconds this technique is maintained.
  • This technique may be maintained for 30 seconds at the cost of 30% of the original Ninjutsu's CP cost
  • A Ninjutsu technique converted by Spreading Toxin is changed to a Genjutsu and will follow all Genjutsu rules, using the user's Gen DC for all related attack rolls and checks
  • Delirium techniques receive Ninjutsu Damage buffs and not Genjutsu Damage buffs the user may have.

Pharmaceutical Euphoria - Kinjutsu Ability
Poisoning others is one thing, but self-medicating into a fabricated reality is another level of forbidden practice. The Toxic Bloom practitioner distorts their own biochemistry to create euphoric experiences as they walk through battle high on their own pharmaceutical concoctions—after all, why suffer in an imperfect world when the chemicals in your bloodstream can craft something so much better?

Prerequisites: Toxic Bloom

Effect: The user may target themselves with a Genjutsu of any Sense for +20% CP cost, this will fill the user's Delirium Genjutsu Slot and will invert all effects of the Genjutsu into an equivalent bonus for the user and heals the user for 50% of the damage the Genjutsu would have dealt.

Special Action - Shared Prescription - For an additional 0.5 AP cost the user may target an ally with an Inverted Delirium Technique, but the Inverted Genjutsu only heals 25% of the damage per round and the buffs are halved.
  • If the Genjutsu technique used is maintainable the Inverted Genjutsu's damage per round heals for 50% of the damage per round maintained.
  • The Inverted Genjutsu grants Positive Buffs instead of Negative Debuffs. So if a Genjutsu would inflict -2 Dodge, the Inverted Genjutsu would grant +2 Dodge.
  • The Inverted Genjutsu will cause any automatic effects or percentage chances to convert into equal positive effects and chances. Eg. if a Genjutsu would grant the user +10% chance to inflict a bleeding rank, the user now has a +10% chance to recover a rank of bleeding. If a Genjutsu would cause a target to automatically receive Called Shot rank, the Inverted Genjutsu would remove a Called Shot rank from the user instead.
  • Any Secondary Effect that would apply are inverted to a flat -5% chance for any Secondary chances to affect the user. If a Genjutsu would cause the target to have an 18% chance to be unable to select their targets, they now have a -5% chance to be affected by any Secondary Effect.
  • Any effects that modify Max AP, AP cost, or AP timing are ignored.

Hallucinogenic Garden - Delirium Genjutsu
Mastering the ability to warp biochemical responses in those around them, the Toxic Bloom practitioner causes catastrophic neurological trauma by making their foes experience waves of pharmaceutical effects striking them over and over. Filling the minds of their enemies with a warped and distorted perception of the elemental techniques they know—forcing powerful attacks to become nothing more than psychoactive hallucinations experienced only by their targets.

Prerequisites: Toxic Bloom and Spreading Toxin

Effect: The user selects up to 3/4 AP worth of Offensive Ninjutsu Techniques to cast together as a Genjutsu Technique at an additional -2 DC, dealing 25% of the combined damage per round. The user selects one Primary and one Secondary effect from the Offensive Ninjutsu Techniques to apply.

Special Action - Compound Dosage: For +20% CP cost the user may target an additional target at -3 DC and -20% Damage. The user may then target +1/2 further additional targets at -4 DC and -30% Damage. Eg. If the Hallucinogenic Garden Jutsu is at -1 DC and deals 1000 damage a round, the second target will be targeted at -3 DC and deals 800 damage a round, the third and fourth target is targeted at -4 DC and deals 700 damage a round.

Costs:
Rank 1 Cost: 2.5 AP and 480 CP, 240 CP per round to Maintain
Master Rank Cost: 2.5 AP and 600 CP, 300 CP per round to Maintain

Notes:
  • This Technique has a 10 Second Cooldown after use
  • This Technique may be maintained for up to 30 Seconds
  • Cannot be used with Clone, Creation, Bind, Arena or Terrain Techniques.
  • This does not count as a use of a combo
  • The combined Ninjutsu Accuracies are averaged out, rounded down, by the number of Jutsu being combined in this way and then that average accuracy is converted into a DC. If the user is combining 3 Ninjutsu with +2, +1, and +0 the average Acc is +1. That +1 becomes a +1 DC, then takes an additional -2 DC for a grand total of -1 DC.
  • Primary and Secondary percent chances of the selected Ninjutsu Techniques are halved.
  • Hallucinogenic Garden receives Ninjutsu Damage buffs and not Genjutsu Damage buffs the user may have.

Materialized Medicine - Non-Elemental Ninjutsu
What they administer they can also extract, having spent much of their time learning to convert reality into toxins and hallucinations it only makes sense for the Toxic Bloom to reverse the process as well. Pulling pharmaceutical illusions into physical reality, they can create tangible constructs of poison and medicine to attack those around them from their twisted pharmacopeia.

Prerequisites: Toxic Bloom and Spreading Toxin

Effect: The user may convert any currently maintained Genjutsu techniques on the target into a Non-Elemental Ninjutsu at -2/-0 Acc, dealing 3 times the per round damage of the combined Genjutsu techniques. The user selects one Primary and one Secondary effect from the Offensive Techniques to apply for 10 seconds.

Special Action - Shared Symptoms: If the user is maintaining Hallucinogenic Garden Delirium Genjutsu when this technique is used the user may add +20% CP cost to convert only Hallucinogenic Garden. This will have the Ninjutsu used with Hallucinogenic Garden deal 75% of Ninjutsu's combined base damage. The user may choose one Primary and one Secondary effect from Hallucinogenic Garden's Ninjutsu Techniques to apply when using Shared Symptoms.

Costs:
Rank 1 Cost: 2.5 AP and 1200 CP
Master Rank Cost: 2.5 AP and 1500 CP

Notes:
  • This technique cannot be maintained.
  • This technique cannot be used with Spreading Toxin
  • The combined Genjutsu DCs are averaged out, rounded down, by the number of Jutsu being combined in this way and then that average accuracy is converted into a Ninjutsu Accuracy. If the user is combining 3 Genjutsu with +2, +1, and +0 the average DC is +1. That +1 becomes a +1 Ninjutsu Acc, then takes an additional -2 Acc for a grand total of -1 Acc.
  • Primary and Secondary percent chances are halved.
  • Materialized Medicine receives Genjutsu Damage buffs and not Ninjutsu Damage buffs the user may have.
  • The Genjutsu converted for this technique are no longer maintained and immediately end.

Pharmaceutical Absorption - Non-Elemental Ninjutsu
Becoming a living repository of toxins and antidotes causes the Toxic Bloom's physiology to warp and adapt to accommodate endless chemical compounds. As chakra-based Ninjutsu approach the saturated biochemistry cloaking the practitioner, attacks often dissipate into nothing more than trace elements absorbed into their system—but like any poison retained in the body, these attacks are not easily purged and can be expelled in concentrated form.

Prerequisites: Toxic Bloom, Spreading Toxin, and A-Rank

Effect: While this technique is maintained, the user may reflexively convert an enemy's Ninjutsu technique that hits them into a Genjutsu filling an empty sense slot of the user's choice. When a Ninjutsu is converted this way its damage, primary and secondary effects are not applied at the time. For every full 10 seconds, the converted Ninjutsu remains in the sense slot the Ninjutsu's damage is lowered by 20/30%. If the user is targeted by a Genjutsu in the occupied sense slot, the Ninjutsu is removed from the sense and the user takes the reduced damage and any primary and secondary effects of the converted Ninjutsu.

Special Action - Toxic Expulsion: The user may use Ninjutsu stored in their Genjutsu slots for the Materialized Medicine technique at +25% CP cost.

Costs:
Rank 1 Cost: 3 AP and 2200 CP, 1100 CP/rnd
Master Rank Cost: 3 AP and 2750 CP, 1375 CP/rnd

Notes:
  • This technique may be maintained for up to 30 seconds.
  • This technique has a 5 second cooldown after each Ninjutsu is converted.
  • This is a Chakra Armour Technique
  • The special action may only be used once per use of this technique.
  • If Pharmaceutical Absorption ends or is no longer maintained then the user will take any converted Ninjutsu Damage immediately, applying any accrued damage % reduction.

Arboretum of Anguish - Non-Elemental Ninjutsu
Creating a pharmaceutical landscape that does not follow normal biological laws grants the Toxic Bloom near unlimited power. With no more than a gesture, their hallucinogenic compounds create powerful and random surges of elemental reactions that lash out at anyone within this bubble of altered biochemistry. The more psychoactive power the practitioner channels into their Genjutsu, the more violent and destructive the elemental manifestations become.

Prerequisites: Toxic Bloom and S-Rank

Effect: Creates an arena that can target up to 3 targets and the user. While within the arena, any Genjutsu the user casts or maintains will create a Ninjutsu technique with a random Element and matching Secondary Effect from Elemental Illusion dealing 50%/75% of the damage the Genjutsu and 15/20% chance of the Secondary Effect, for each target in the arena. Eg: The user casts Death's Anthem dealing 2850 Illusionary damage. This then creates a random element Ninjutsu, lets say Lightning, for each target in the arena, which will deal 1425 Elemental damage and have a 20% chance to cause the hit target's actions to cost +10% AP.

Special Action - Targeted Dosage: For 0 AP the user may choose a single target for any Ninjutsu created this way.

Special Action - Prescribed Element: For 0.5 AP the user may choose a single element for any Ninjutsu created this way.

Costs:
Rank 1 Cost: 4 AP and 4200 CP
Master Rank Cost: 4 AP and 5250 CP

Notes:
  • This is an arena technique.
  • This Arena lasts 30 seconds and is not maintained in any way
  • Ninjutsu techniques created this way cannot be maintained.
  • Ninjutsu techniques are only created from maintained Genjutsu once.
  • Maintained Genjutsu Techniques create the Ninjutsu Technique when the arena is created.
  • Attempts to enter/exit this technique cost 2 AP, making a Genjutsu check against the User.
  • Failed attempts to enter/exit this technique will cause a random maintained genjutsu that is not already affecting the target to affect the target.
Orchid's Overseer
A sacred tradition hidden within the Chikamatsu Arboretum, this highly restricted Kinjutsu involves the clan's chosen leader bonding with the legendary Yurei Orchid upon its blooming. When an Overseer dies, the sacred flower blooms with six petals—one for the new Overseer and five for their Inner Court. The first to touch the central petal undergoes a profound transformation, their consciousness merging with the collected memories and experiences of every previous Overseer. This soul-bond fundamentally alters their existence, converting their physical form into a vessel sustained by the Orchid's divine energy rather than mundane biological processes. From that point on, they are living conduits of ancestral wisdom, the Orchid's Overseer, bearing the weight of generations while gaining immunity to many mortal weaknesses.

Kinjutsu Table
Information
Prerequisites: Kinjutsu Application, 3 Ability Slots, B Rank, Chikamatsu Clan Member

Effects:
  • Upon gaining this Kinjutsu the user bonds with the Yurei Orchid, their organic body transformed by its sacred energy and gains the following passive benefits and penalties:
    • 10% of all Damage suffered by the user is subtracted from their CP rather than their HP.
    • Effects which restore HP are 50% less effective on the user.
    • Immunity to Non-Illusionary Bleeding,
    • Immunity to Injury and Inhaled Poisons (Not Poison Ninjutsu).

Petal-Bound Form - Kinjutsu Ability
An Orchid's Overseer is usually thought of as bearing the sacred petal of leadership, which has transformed their biological form with divine botanical energy to the point where the term "ordinary human" only scarcely applies to them. Many Overseers take the enhancement of their petal-bound body even further, manifesting their ancestral power in much the same way the Inner Court channels theirs through their own petals.

Information
Prerequisites: Orchid's Overseer

Effect:
  • The user gains a [Petal-Bound Form]. A [Petal-Bound Form]is a Puppet Weapon in its own right and is subject to the following rules:
    • The user must declare their [Petal-Bound Form] Accuracy/Damage Modifiers and Puppet Type as per the normal Weapon Creation Rules. In addition the user may perform handseals normally while equipped with their Petal-Bound Form.
    • The [Petal-Bound Form] has 4 Augment Slots which they may equip augments to as per the normal Weapon Creation Rules.
    • The [Petal-Bound Form] is treated as passively equipped whenever the user is not wielding any other weapon, and does not prevent the usage of handseals. If at any time the user ceases to be equipped with a weapon, they automatically re-equip their [Petal-Bound Form] for no cost. Unless specifically stated, the user cannot be equipped with their [Petal-Bound Form] and another weapon.
    • The user may choose one Non-Genjutsu Subtype. Techniques from this Non-Genjutsu Subtype while the [Petal-Bound Form] is equipped use Ranged Accuracy.

The Art of Soul Petals - Kinjutsu Ability
After bonding with the Yurei Orchid, the Overseer's knowledge of the sacred flower's power does not end there. Applying the wisdom which allowed them to transform themselves through the central petal, they are able to take the remaining five petals and bestow them upon trusted allies to form the Inner Court. They create a special soul-bond with each petal bearer, granting them access to the abilities and memories of those who carried that petal in previous generations.

Information
Prerequisites: Orchid's Overseer

Effect:
  • User gains access to a new Weapon Type: [Soul Petal Vessel]. [Soul Petal Vessels]gain the following special effects which must be declared at Weapon Creation as normal:
    • Upon creation, the user may choose one Non-Genjutsu Subtype. Techniques from this Non-Genjutsu Subtype and the BL/CA techniques while the [Soul Petal Vessel] is equipped use Ranged Accuracy and are channeled through this vessel. This does not apply Augments to non-Taijutsu techniques.
    • [Soul Petal Vessels] have the standard amount of augment slots as normal weapons. However, [Soul Petal Vessels] may replace any amount of Augment Slots with an equal amount of System Slots.
    • [Soul Petal Vessels] may fill System Slots with Passives or Techniques from a Single Bloodline Path or Core Ability (if multiple augment slots are filled this way, all choices must come from the same BL/CA table).
    • [Soul Petal Vessel] System Slots only apply when the user is attacking with them, or is using the Inner Court Bond technique.
    • [Soul Petal Vessel] Weapon Modifiers apply to all attacks made with it (including BL/CA attacks), rather than just Puppet Techniques.
    • Creating a [Soul Petal Vessel] requires a 300 word RP about bestowing the petal and may be linked to from the user's normal RP threads; this is only required upon creating a vessel, and must state which BL/CA its System Slots (if any) will come from. System Slots BL/CA Techniques/Passives may be changed as per normal weapon rules, but which BL/CA it has access to will be permanent. The user may replace the [Soul Petal Vessel] just as they may a normal weapon, but creating it or another [Soul Petal Vessel] requires the RP to be done once again.
    • [Soul Petal Vessels] otherwise obey all other rules for Weapon Creation, and share the same restriction on how many may be owned.
Notes:
  • [Soul Petal Vessels] are still 'Puppet Weapons', but gain the benefits of this ability rather than any of the normal effects for the puppet weapon type.
  • If a [Soul Petal Vessel] redirects an attack to itself through a BL/CA technique, its Called Shot: Weapon level is raised.
  • Passives or Non-Offensive Techniques cannot be used without Inner Court Bond.
  • [Soul Petal Vessel]'s Offensive Techniques end when another weapon is equipped.

Inner Court Bond - Puppet Taijutsu
An Overseer's greatest strength is their connection to the Inner Court members who bear the Orchid's remaining petals. Through the sacred soul-bond, the Overseer can merge their consciousness fully with a petal bearer, experiencing their abilities and memories as if they were their own. While bonded to a vessel, the Overseer's spirit conjoins with it, allowing them to channel that Court member's power as if wearing their very essence.

Information
Prerequisites: Orchid's Overseer

Rank 1/2:
  • The user replaces their [Petal-Bound Form] with a [Soul Petal Vessel]from their inventory, with the following effects:
    • The [Soul Petal Vessel]'s Techniques do not end when another weapon is equipped.
    • [Soul Petal Vessel]'s System Slots apply directly to the user.
    • Rank 2 gives access to special action: "Ancestral Memory"
    • If the user equips another [Soul Petal Vessel], the equipped [Soul Petal Vessel]'s System Slots cannot be used.
Special action - Ancestral Memory: The user can pay 0.5 AP and the maintenance cost to swap one of their [Soul Petal Vessel] System Slots with a System slot from their [Petal-Bound Form]. Equipping another weapon swaps the System Slot back.

Cost: 2.25 AP, 680 CP, 340 CP/rnd

Notes:
  • Ancestral Memory requires a 10 second cooldown after use.
  • Doujutsu Passives only apply while the user is equipped with the [Soul Petal Vessel] and still take AP Timing to come into effect.
  • Passives that require something to be done in the dojo have no effect, (Eg Exalted's Holy Weapon)
  • Using Ancestral Memory again replaces the previously swapped System Slot.
  • Inner Court Bond may not be used with Broken puppet weapons.
  • If a bonded vessel reaches Broken called shot status, Inner Court Bond ends.

Threads of Ancestry - Puppet Taijutsu
An advanced technique that allows the Overseer to manifest the collective willpower of all previous Overseers as spiritual threads. This technique surrounds the user in a weave of ancestral energy, each thread representing the consciousness of a past leader. Though this may seem redundant for one already transformed by the Orchid, this allows the Overseer to draw upon their predecessors' strength regardless of how damaged their physical form becomes.

Information
Prerequisites: Orchid's Overseer

Rank 1/2: While active the user may ignore Sprained Called Shot penalties. Rank 2 allows the user to ignore Fractured Called Shot penalties.

Special action - Ancestral Blessing: For +20% CP the user can instead choose a single limb to ignore Called Shot Penalties. This special action can also be used on allies.

Cost: 2.25AP, 680 CP, 340CP/rnd
Notes:
  • The maintenance cost is increased by +100% for each limb's Called Shot penalty being ignored, after the first (A Sprained Arm would be 340cp/rnd, a Fractured Arm and a Fractured Head would be 680 CP/rnd, etc).

White Secret Technique: Collection of Ten Memories - Puppet Taijutsu
One of the Orchid's Overseer secret powers is channeling the combat expertise of the ten greatest warriors among previous Overseers. With this ancestral technique, it is literally possible to manifest the fighting style of each legendary predecessor simultaneously—each boasting power matching a thousand warriors combined. However, to channel all of these ancient masters demands extremely high-class expertise and an unbreakable soul-bond with the Yurei Orchid.

Information
Prerequisites: Orchid's Overseer, A-Rank

Rank 1/2: The target is attacked 10 times at normal accuracy dealing 330/410 Physical Damage each.

Special action - Scattered Memories: The user may target up to 3 targets, combining the strikes to deal 2640/3280 Physical Damage each.
Special action - Eternal Legacy: By paying 2 AP and 1030 CP this technique does an additional 5 hits. This cannot be combined with Special action - Scattered Memories.

Cost:
2.75AP, 2060CP
Notes:
  • Each attack may use a different Puppet Weapon.
  • [Soul Petal Vessels] may be used with this Taijutsu.
  • When the user casts this technique, they may equip any single Puppet Weapon used for no cost.
  • Special action - Eternal Legacy Requires a 10 second cooldown after use.

Red Secret Technique: Performance of a Hundred Petals - Puppet Taijutsu
A sacred technique impossible to perform by normal shinobi, but the Orchid's Overseer is anything but normal. The most elite Chikamatsu can bond with the five Inner Court members, but this skill channels the spiritual essence of every soul that has ever touched the Yurei Orchid's petals across all generations. Upon manifesting a literal garden of a hundred spiritual petals, the Overseer may directly link each petal-spirit to their consciousness with threads of divine energy. Directly connected to the Orchid's heart, these ancestral presences move on thought alone, as if extensions of the Overseer's own will. Though the user gains communion with generations of predecessors, this requires dividing focus among countless souls, and each individual manifestation pales in comparison to focusing entirely on one.

Information
Prerequisites: Orchid's Overseer, S-Rank

Rank 1/2: The user summons a Garden of Petals with a shared HP pool of 7060/8820, and -2/-1 of the user's secondaries. The Garden of Petals has half the user's Max AP -1/-0. Rank 2 gives access to the special action.

Garden of Petals Actions:
  • Can make a basic attack at +1/+2 Acc for 1AP dealing 1060/1320 Physical Damage. (The Primal Augment does not affect this basic attack)
  • Can use any E-C/E-B Rank Puppet Taijutsu at the rank the user knows for no CP cost.

Special Action - Court Manifestation: The Garden of Petals may use the Inner Court Bond Technique with a [Soul Petal Vessel]. The [Soul Petal Vessel]'s augments replace the Garden of Petals, but the Acc/Damage modifiers are not applied. The [Soul Petal Vessel] may use E-A Rank Puppet Techniques and the chosen [Soul Petal Vessel]'s Non-Genjutsu Subtype Techniques.

Cost: 3.75 AP, 3940 CP, 1970 CP/rnd.

Notes:
  • This is a Creation Technique
  • The Garden of Petals has 3 augment slots, and augments are applied when Garden of Petals is used.
  • Unlike normal Creation Techniques, the Garden of Petals' AP is checked each round.
  • Garden of Petals is a single target with a shared HP pool.
  • When using the Special action, the Garden of Petals may cast the [Soul Petal Vessel]'s Non-Genjutsu Subtype techniques with the user paying the CP cost, and normal Puppet Techniques for no CP cost.
  • The [Soul Petal Vessel]'s Non-Genjutsu Subtype techniques includes any BL/CA techniques matching the same subtype augmented on them.

How to Join
  • Membership in the Chikamatsu Clan is primarily inherited by birth, adoption, or marriage. (Character Creation)
  • The Chikamatsu Clan is traditionally closed to outsiders, with membership primarily determined by birth within the family line. However, exceptional individuals who demonstrate unparalleled loyalty, mastery of mind techniques, or invaluable service to the clan may be considered for adoption or blood rites to join the family.
    • Due to the clan’s deep ties to Sunagakure’s leadership and its unique position as medical chiefs and guardians of secret knowledge, all potential outside members must receive approval from the clan elders and the current clan head.
    • Prospective members are encouraged to prove themselves through dedication to the clan’s values, mastery of its unique abilities, and unwavering commitment to the village.
 
The Lesser Clans of Sunagakure

The Lesser Clans of Sunagakure are families of significant heritage and influence, though they do not hold the same sweeping political or spiritual authority as the Noble Clans. These clans often specialize in distinct arts, bloodlines, or crafts that enrich the culture and military might of the village. While some trace their lineage back to the age of the Ancient Courts, others rose to prominence during the wars and upheavals that shaped the modern Wind Country.

Unlike the Noble Clans, whose membership is tightly guarded, Lesser Clans are generally more open to new blood. Many welcome adoption, marriage, or exceptional service as paths to join, though each clan sets its own traditions and requirements for acceptance. Players seeking to join a Lesser Clan should contact the current clan head or council for approval and guidance.




Tsuchigumo Clan

Motto: “In silence, the web is woven.”

Banner: A black spider silhouette against a deep purple web, often embroidered on cloaks and armguards.

Role in Village:
The Tsuchigumo act as Sunagakure’s unseen guardians of the underground labyrinth. Masters of traps, barriers, and sealing techniques, they ensure the village’s tunnels remain impenetrable to enemies. Though their work goes largely unnoticed, their influence in defense is profound and indispensable.

Culture:
Their culture prizes patience, precision, and the art of deception. Tsuchigumo shinobi are taught to think like predators, setting traps and waiting silently for the perfect moment. Ritual crafting of webs and seals reinforces family ties, and clan members rarely leave their subterranean home except on vital missions.

Clan Structure:
A council of elders governs the clan, each specializing in barriers, detection, or restraint. Branch families focus on their niche, coming together only during times of crisis to coordinate village-wide defenses.

Members List:
  • Matriach and Keeper of Shadows: Tsuchigumo Amaya - (Council NPC)
  • Goro (PC)
  • Tsuchigumo Maya (PC)

Physical and Mental Traits:
Tsuchigumo tend to pale complexions from years underground and have keen eyesight adapted for low-light environments. Their demeanor is calm and calculated, with mental discipline emphasizing patience and strategic foresight.

Ninjutsu / Genjutsu / Taijutsu Affinities:
They excel in sealing ninjutsu, barrier techniques, and subtle genjutsu used for misdirection. Taijutsu is tactical and precise, designed for ambush rather than open combat.

Bloodlines / Core Abilities:
Hachiarashi • Seikon • Tsuchimikado

History:
The Tsuchigumo descend from desert hermits skilled in chakra-infused silk traps, adapting their craft when Sunagakure moved underground. Their labyrinthine defenses have saved the village many times, though their secretive methods foster wariness even among allies.

Political Stances:
They maintain strong alliances with the Sunaku clan for coordinated defense and covert operations but hold grudges against the Hokkyoku and Toraono clans, whose open tactics disrupt their carefully laid plans.




Hokkyoku Clan:

Motto: “The desert remembers every step.”

Banner: A golden compass rose over shifting dunes, representing mastery of the desert’s endless expanse.

Role in Village:
The Hokkyoku are Sunagakure’s nomadic scouts and smugglers, bridging the hidden underground fortress with the harsh surface world. They excel in reconnaissance, mapping trade routes, and ensuring supply lines through dangerous desert terrain. Their expertise in survival makes them invaluable in both war and peace.

Culture:
Fiercely independent and deeply tied to desert traditions, the Hokkyoku value self-reliance and endurance. Their culture revolves around oral histories, star navigation, and rituals honoring the desert spirits. They celebrate freedom of movement but honor agreements fiercely, considering broken oaths a grave sin.

Clan Structure:
Led by a chieftain known as the Windmarked, the clan operates in roaming caravans rather than a single compound. Each caravan acts autonomously but unites during times of crisis or large-scale campaigns. Elders serve as keepers of lore, passing down desert survival and scouting techniques to the next generation.

Member List:

Physical and Mental Traits:
Hokkyoku members are sun-bronzed, lean from constant travel, with sharp features weathered by the sands. Their mental traits favor adaptability and keen perception, honed by generations surviving in the harshest environments of Wind Country.

Ninjutsu / Genjutsu / Taijutsu Affinities:
The clan favors sensory ninjutsu and wind-aligned techniques, with minimal reliance on genjutsu. Taijutsu is pragmatic, designed for skirmishes and rapid disengagement rather than prolonged combat.

Bloodlines / Core Abilities:
Hawkeye • Survivalist • Quick Learner

History:
The Hokkyoku trace their lineage to desert wanderers who guided early settlers to the oasis that birthed Sunagakure. Even after the village moved underground, they maintained vital ties to the surface, securing water, food, and rare resources unavailable below. Their reputation as smugglers stems from their willingness to cross hostile borders, often dealing with rival tribes when necessity outweighs pride.

Political Stances:
The Hokkyoku cooperate with the Renmei in protecting vital water convoys and occasionally aid the Toraono during large-scale desert operations. However, they clash frequently with the Chikamatsu and Sunaku over their nomadic lifestyle, which defies the strict hierarchies of the underground clans.




Renmei Clan:

Motto: “Where water flows, life endures.”

Banner: A stylized droplet encircled by ripples, symbolizing control over life-giving waters beneath the desert.

Role in Village:
The Renmei safeguard Sunagakure’s lifeblood, its underground reservoirs and waterways. They manage the delicate balance of water distribution, ensuring survival in the harsh desert climate. Their control over this critical resource grants them both influence and scrutiny within village politics.

Culture:
The clan’s culture blends practicality with reverence; water is sacred, yet every drop must serve a purpose. Rituals of purification and offerings to the oasis spirits are commonplace, and children are raised to understand the burden of stewardship over scarcity. They value negotiation and measured responses over rash decisions.

Clan Structure:
Led by the Waterbearer — a figure chosen through both skill and communal trust — the clan operates as a network of reservoir wardens and purification specialists. Families manage separate sectors of the waterworks but unite under the Waterbearer’s council to decide on trade and allocation.

Member List:
  • Matriach and Waterbearer of Sunagakure: Renmei Mizuki - (Council NPC)
  • Renmei Tsumugu - PC

Physical and Mental Traits:
Renmei members typically have darker complexions and calm features shaped by life near water sources. They are patient negotiators and analytical thinkers, balancing compassion with the pragmatism demanded by their responsibilities.

Ninjutsu / Genjutsu / Taijutsu Affinities:
They specialize in water release ninjutsu for both offense and utility, with a secondary focus on supportive techniques like mist concealment. Genjutsu use is rare, while taijutsu is primarily defensive, relying on fluid movements and evasion.

Bloodlines / Core Abilities:
Tide Caller • Haku • Santaru

History:
The Renmei arose from nomadic water-seekers who mastered locating and channeling underground springs. When Sunagakure descended into the earth, they became indispensable, mapping the subterranean aquifers and safeguarding the village’s most precious resource. Their influence has waxed and waned over centuries, often clashing with militaristic clans over water rights in times of war.

Political Stances:
They maintain strong trade-based alliances with the Takahashi for diplomacy and with the Hokkyoku for desert supply convoys. However, they frequently conflict with the Toraono over military water usage and the Yamashiro over ritual purification practices that consume limited reserves.




Yamashiro Clan:

Motto: “Through flame, we are reborn.”

Banner: A crimson torch framed by concentric sunbursts, symbolizing both enlightenment and unyielding passion.

Role in Village:
The Yamashiro serve as Sunagakure’s spiritual advisors and revolutionaries, equal parts priest and firebrand. They perform sacred rites, guide the village’s moral compass, and inspire movements for reform — sometimes to the discomfort of more conservative clans.

Culture:
Passionate and expressive, the Yamashiro blend faith with fervor. Their ceremonies are vibrant with fire dances, chanting, and symbolic offerings. Members believe strongly in personal conviction, often placing ideals above politics, which can bring them into conflict with the village’s rigid hierarchies.

Clan Structure:
The clan is guided by the Flamebearer, a charismatic leader chosen through visions or omens. Beneath them, an inner circle of mystics and seers interpret divine will, while acolytes train in spiritual and elemental arts. The clan’s fluid hierarchy allows charismatic figures to rise quickly, reinforcing their revolutionary nature.

Member List:
  • Patriarch and Flamebearer of Revolution: Yamashiro Takeru - (Council NPC)
  • Yamashiro Ryuni (PC)

Physical and Mental Traits:
Yamashiro members are often marked by vivid features, fiery red or auburn hair, intense eyes, and commanding voices. Their mental traits favor zeal, creativity, and unwavering resolve, though they may struggle with diplomacy and restraint.

Ninjutsu / Genjutsu / Taijutsu Affinities:
They specialize in fire-based ninjutsu and spiritual techniques that merge elemental and mystical power. Their genjutsu often draws from religious imagery, while their taijutsu reflects ritualistic movements akin to dances or ceremonial combat.

Bloodlines / Core Abilities:
Toujigikou • Magician • Ashenheart

History:
The Yamashiro trace their lineage to wandering prophets who spread teachings of renewal through fire and sacrifice. As Sunagakure formed, they became keepers of spiritual rites, blending old desert beliefs with the village’s evolving identity. Their zeal has sparked both unifying movements and dangerous uprisings throughout history, marking them as both revered and feared.

Political Stances:
The Yamashiro are close allies of the Sunaku, providing ceremonies and morale during key events. However, they frequently clash with the Chikamatsu over their pragmatic medical ethics and with the Toraono over rigid militarism, viewing both as spiritually stifling.




Kyouketsu Clan:

Motto: “In death, there is purpose.”

Banner: A stylized skeletal hand grasping a bone-white crescent, representing both mortality and mastery over it.

Role in Village:
The Kyouketsu serve as Sunagakure’s undertakers and battlefield morticians, handling the grim work of tending the dead and recovering remains. In war, they transition into brutal shock troops, wielding bone-based techniques that make them both feared and indispensable.

Culture:
Pragmatic and unflinching, the Kyouketsu embrace mortality rather than shy from it. Death rites, bone artistry, and funerary chants permeate their lives, instilling respect for the fallen and preparing them to face danger without fear. Their culture values stoicism and function over aesthetics, though their bone motifs are striking and unmistakable.

Clan Structure:
The clan is guided by the Ossuary Warden, who oversees both funerary traditions and combat doctrine. Families operate as craft-guilds, specializing in different aspects of bone manipulation, from crafting armor to conducting burial ceremonies, and unite under the Warden during times of war.

Member List:
  • Patriarch and Ossuary Warden: Kyouketsu Shigure - (Council NPC)
  • Kyouketsu Shinda (PC)

Physical and Mental Traits:
Kyouketsu members often have pale or ashen skin, with stark features and cold, piercing eyes. Their mental profile leans toward calm pragmatism, rarely shaken by the horrors of battle or death. Many possess a quiet reverence, tempered by grim humor born of their work.

Ninjutsu / Genjutsu / Taijutsu Affinities:
They excel in earth-based and physical enhancement ninjutsu, using bone manipulation offensively and defensively. Genjutsu is rare among them, while taijutsu blends raw strength with sudden, jagged precision.

Bloodlines / Core Abilities:
Kaguya • Demonic Ancestry • Nanjirou

History:
Originating from fringe tribes that revered bones as vessels of ancestral memory, the Kyouketsu were once feared raiders who decorated themselves with the remains of their foes. Sunagakure’s founding offered them legitimacy and purpose: tending to the dead, preserving lineage, and weaponizing bone as both shield and spear. Over centuries, they became both the village’s morticians and some of its most relentless warriors.

Political Stances:
The Kyouketsu maintain a pragmatic alliance with the Chikamatsu in medical and battlefield recovery efforts and occasionally coordinate with the Toraono during siege warfare. However, their unsettling rituals often bring them into quiet conflict with the Renmei, who find their practices disrespectful to the sanctity of water, and the Yamashiro, who see their acceptance of death as spiritually dangerous.



 
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Uzumoreru Clan

Clan Motto: Weave and twist, snake of malcontent.

Current Clan Members:
  • Uzumoreru Chiyo (PC)
  • Kamiya Akari (PC)
  • Uzumoreru Toushin (NPC)
  • Kōsa Harikēn (PC)

Clan Description:
The Uzumoreru have existed since the days of Primus, playing an important, but untold, part in toppling the Ancient Empire. They have lived close to the shadows for their entire existence, eventually sequestering themselves from Sunagakure as a whole before imploding though civil war and matricide. The survivors of that incident were, originally, only two; and for decades they have remained the only two. That was until the mysterious Black Queen, mother to Uzumoreru Toushin and living spirit trapped in her own realm of shadow and blood…choose another potential candidacy to take her place as Queen. As if opening up a floodgate, a wave of people began to start having dreams of a mysterious pale woman garbbed in a black dress. She would speak of future terrors, and things that might come to pass. She wove nightmare visions of black shadow and crimson life.

The night that Sunagakure sank into the desert, these same people who had dreams of a woman in black were given a stark warning of an incoming apocalypse heralded by the Ancient Empire's strongest returning to the physical realm. She gave each of them, a piece of her flesh and bid that they consume it; in doing so, they would have a part of her power and become blooded within the Uzumoreru Clan. If so, they were to report to the new Queen of the Uzumoreru: Chiyoko, and to bring her a single message; "I have come to kill Fuujin."

What was once a dying clan with two surviving members suddenly became bolstered into a handful of new cousins and potential assassins; all, with a single purpose of killing the rising threat of a new Ancient Empire.

Member List:

Clan History:
Founded during the time of Primus, the Uzumoreru were once a shadow that had a large hand in creating the first Sunagakure. Originally they were a simple family of merchants who worked within the borders of the Ancient Empire that hailed originally from another country from the Southern Ocean. Upon landing upon the shores of what would become the Wind Country, the Uzumoreru were enslaved by the Ancients immediately, and their priceless family relics seized. What the elementals didn't take from them, was ancient knowledge in making pacts with the Youkai; a dark practice hailing from their original lands.

Without request, the Uzumoreru bathed their bloodline in the aura of demons to give them complete mastery of their own blood. With this they developed some of the strangest and darkest of Blood Ninjutsu; including one that would allow them to guise as another simply by consuming the blood of their intended target. This ability was offered to Primus during the early parts of his campaign against their Ancient lords. It was not as a means to assassinate, as Ancients were perilously unkillable, but instead a way to commit subterfuge. They took on the forms of the few trusted humans to obfuscate plans, direct enemy troops to ambushes, and cause every amount of chaos they possibly could.

This resulted, along with the might Primus had brought to bare, to be the downfall of the Ancient Empire. Once they could no longer trust humans in any capacity, their slaves became little more than an overabundance of food. Tenacious fare, that was now rebelling against them. While it was the might of the Sunaku that brought heel the Ancient Lords, it was the whispered Uzumoreru who chiseled cracks into their foundations; and despite this, they called for no claim or reward. Simply a free reign to continue their trade as hired assassins for the foreseeable future.

From the shadows they poked, and prodded the village where the will of Primus had wished; at first. As the generations came and went, the clan itself became more and more sequestered in the deepest parts of caves behind Byrnax's corpse. Their internal political system moved from a clan-wide base, to a royal bloodline with a matriarchal ruler. Two generations of this bloodline in, and eventually a queen rose from among the purest of bloodlines with an unnerving grasp on their blood magic. It was so profound, the Yokai who had arranged the original contract manifested into the mortal realm to kill her; a task that he was too weak to accomplish. After consuming the corpse of the Yokai, she grew ever in further in strength; and ambition.

However, this queen never lived long enough to see any of them. Her two sons, Toushin and Iziang, had played a part in not only killing her, but also destroying every last trace of their bloodline save themselves. A creature as powerful as she had become, though, could not die; not entirely. Within a realm of shadows and blood the Queen of the Uzumoreru continues to exist; and through the same sons that ended her, continues to occasionally mark women that might someday take her place in the physical realm. Her reasons for the Shadow Picked continues to be an entire mystery.

For many years the only two members of this once illustrious clan existed as they might be their last. That was, until people across the Wind Country suddenly started to have dreams of a woman clothed in shadows beckoning them to find Sunagakure, and speak to their queen: Uzumoreru Chiyoko. They all came with the same message: "I have come to kill Fuujin."

Clan Physical Traits:
There is only a handful of actual defining traits for the clan, and these traits rarely mark them outside of the norm. Dark hair is often coded into the genetics and sometimes a rare raven colored locks will come from a child of the Uzumoreru; but neither of these are significant markings. Another is unusually pale skin, almost albino in color, is a trait gained from generations underground but, also plays little part in standing out. These are all on purpose for the use of being spies and able to blend into any situation. There is, however, two traits that stand out among the Uzumoreru that mark them as "special:" golden irises, the black blood, and ghostly white hair. Not unlike a clan of another country, white hair is a mark within the Uzumoreru as a symbol of power, and being chosen by their demonic ancestry.

Bloodlines, Weapons & Abilities:
The Uzumoreru are creatures of stealth and subterfuge. Priding themselves on quick, quiet, and efficient work they pride themselves as the "true shinobi," of the Sunagakure. They are masters of many forms of combat, with skills often honed starting young, but most of them rely on hand-to-hand techniques and assassination. Poisons, Sneak Attacks, and Stealth are their primary focuses; but not all fall into just this category.

A few blessed Uzumoreru have black blood running through their veins which has granted them a handful of special techniques that augment their shadowy repertoire. The black eyes of the Jōmyaku give them the ability to view the cardiovascular system in intricate detail. Those blessed with the mark of the Black Queen, a pair of ouroborosian snakes forming an infinity symbol, are granted complete control over their own blood and other's; often mistaking them as cousins to the Chigokai.

Then, there is the Ritual of Black Blood, in which either son of the Black Queen can bequeath to an outsider to become a member of their clan and give a piece of power that once belong to another Uzumoreru; allowing them to join their bloodline. Through this process, some females are given an audience with the Black Queen herself, in which she will grant them the status of Shadow Picked; meaning that they might one day be queen themselves. These chosen woman are bequeathed with access to any and all of the Uzumoreru powers; all they must do is train them.

How to Join:
Membership in the Uzumoreru Clan is primarily anyone who has had the dream of the Black Queen beckoning them to Suna. They can be of any age and background, some may have even been of other clans before being called by the Black Queen.

(Character Creation/OCR)
The Uzumoreru Clan is open to new members and welcomes characters seeking to explore the depravity and noir of Sunagakure's mysterious blood assassins.
Characters may be born into the clan or descend from distant branches of the bloodline, provided their back story aligns with existing Sunagakure lore. The fall of the Black Queen didn't reach to every corner of the desert; others may have survived the purge.


 
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