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:

The Sage of Destiny [Onamuji]

Onamuji

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[ Onamuji ]

[Nicknames/Aliases]: "Muji", "Great Sage", "Sage of Destiny"
[Age]: 28 (Estimated; actual birthdate is unknown)
[Height]: 5' 10"
[Weight]: 172 lbs.
[Gender]: Male
[Sexual Orientation]: Heterosexual
[Day of Birth]: ???
[Blood Type]: ???
[Body Type]: Athletic
[Natural Hair Colour]: Auburn
[Natural Eye Colour]: Purple (Rinnegan)
[Village of Origin]: Sunagakure
[Alignment]: Chaotic Good

[OOC Rank]: S-Rank
[Affiliation]: N/A
[spoilername="Appearance"]Onamuji is a fit young man in his late twenties by appearance. His hair is a unique auburn tone, and his eyes are the striking amethyst of the Rinnegan. He wears form-fitting multi-layered robes with an open front that shows a wrapped torso beneath. Though not massive in size, he is slightly on the tall side and his exposed flesh shows that he is fairly muscular underneath. The closest comparison would be to say that he has a body closer to a track and field star than a bodybuilder or fighter, more tone than bulk. He is undeniably a pretty boy, with soft, pleasant facial features. Odd magatama are tattooed on his neck and chest in a half-ring that looks strikingly similar to a necklace.[/spoilername]

[spoilername="Personality"]The Rikudo Sennin is as varied in temperament as his title would portray, though tactfully so. Once, Onamuji was an aloof, carefree man, following his friend and lover without question. In an otherwise harsh world, Muji was always quick to lend a caring hand to those in need and viewed violence as only acceptable in self-defense when necessary. After he was forced to kill the woman he loved with his own hands, something in him broke. The innocence was shattered. The sage took to wandering out in the wilds often, as his heart became more and more walled off. Now, he realizes that if he is to change the world, he must do so directly. In public, he puts on the mask of the old Onamuji, pleasant and kind-hearted. Behind closed doors, however, the real Onamuji exists - cold and calculating. He views "good and evil" as a matter of perspective and opinion - not concrete entities in the world. To this end, he often does what some would consider "evil", but believes it to be necessary for the greater "good".[/spoilername]

[spoilername="History"]Chapter 1: Early Life / Discovery of Dreams

Onamuji knows nothing of his early life before being taken in by Sunagakure's Council as a young boy. He was an orphan, struggling to survive on the streets, stealing and fighting for whatever he could. He was always alone, relying only on himself. When a tenured Jounin caught him fighting some other boys, he stopped the fight, intrigued by the young Muji's immense chakra. He was a boy of...maybe six, yet his chakra matched that of a trained Genin twice his age. Unable to ignore this, he took the boy in and entered him into the Sunan Academy.

Life after that was simple. Muji was an excelling student in all regards, breezing through the Academy, obtaining a promotion to Chuunin soon after, and becoming a Jounin before he was sixteen. He lived for the missions, testing his abilities at every opportunity, and relishing in the chance to go to new places and see new things. The only speed bump in his otherwise boring life was a constant string of dreams that haunted his sleep every now and then.

It would later be revealed that the dreams were prophetic, and that he was of the same blood of the legendary Rikudo Sennin of old. The odd figure in his dreams, and the disturbing symbolism within them, were signs of what he was meant to be - and what he was meant to do. At least...according to Muji, they were. To anyone else who knew about them, they were just weird dreams. Nevertheless, the dreams awakened his Rinnegan, and he began to realize that all his chakra, and his inexplicable mastery over the elements and the art of ninjutsu...weren't so inexplicable. He was the new Rikudo Sennin, master of the elements and chosen one. As the legend said, he was destined to become either the "God of Creation" or the "God of Destruction", as those of his path were.

Chapter 2: Red Queen / Kirigakure

Soon after, he would be charged with watching over a new entry into the village. A girl from some unknown place, Makeoshimi Koho. Though said to be her guide, responsible for getting her accustomed and assimilated into the village, he was actually tasked with keeping a close watch on her and eliminating her if she proved to be a threat. Due to a number of factors...from ennui, to their sudden physical relationship, to his belief that her chaotic goals would further his own...he turned a blind eye to his given task, and was hired to act as her bodyguard. She was a princess of some Empire or another, and they wanted to keep her alive while she went about her business.

Saemon, Koho's lover in a more legitimate sense, was also hired as a bodyguard, and Muji developed a strange relationship of mutual respect and trust despite the odd circumstances regarding their shared use of Koho's body, even if in different lights. Saemon had no threat from Muji, as Muji viewed his tryst with Koho as merely a casual relationship, neither a conquest or a binding affair. And Muji had no reason to distrust or dislike the dark and otherwise interesting Saemon. They coexisted well, despite their differences.

Now, the varied paths seek to find their way. Onamuji continued his charge, protecting Koho in the belief that she may yet prove integral to the bringing about of a new era for the world itself. He followed her and her sister as they went Missing from Sunagakure, guarding them along their travels to Kirigakure. There, Koho accepted the marriage proposal of the new Kage, and Muji reluctantly came to terms with the realization that he would need to leave Kirigakure for both their sakes. With a short farewell at the village's border, Muji left the Red Queen behind until fate would bring them together again.

Chapter 3: The Trio Split / Onamuji the Murderer

The trio was split. Saemon remained in Sunagakure, growing ever more powerful in the desolate land of Wind. Koho married into a powerful position, but was lost to Muji. The Sage himself continued onward, with the intention of making a pilgrimage to each of the remaining shinobi villages to see the sights, learn something of their ways, and build a rapport with their people in the hope that he might serve the world by acting as a sort of benefactor to the shinobi world itself. After visiting Leaf and Mist, a nagging feeling called him back to Suna. It wasn't out in the open or in some other village that he'd be useful, but in his own. So, with that in mind, he returned to his home village, intent on bettering Kaze-no-Kuni using his experiences and newfound insight. It was there that everything changed...

Koho had been forced to flee Kirigakure, her plan going awry. Upon reuniting with Onamuji, Koho revealed that she had been made aware of her betrothed's infidelity. Saemon had another lover, a young Chuunin. Furious and changed from her time in Kirigakure, Koho made it evident that her descent into madness had come full-swing. She swore she had to kill Saemon and his new lover immediately to repay his betrayal. Muji, torn between his love for the now-insane Koho and the lives of two innocent people, followed her, only to confront her once they were secluded in an alley. A fight to the death ensued, with the Rikudo Sennin emerging victorious. He cremated her body and spread her ashes to the Sunan winds, devastated at being forced to kill the only woman he had ever loved...

Chapter 4: Locked Out / Brought In

He left Sunagakure, obsessing over mission and mission. A few years after Koho's death, he would return to Sunagakure to find the gates sealed shut and all access blocked off. Unsure of where to go next, he headed North to Iwagakure to seek some sort of assistance. It was there that he met the Medical Chief, Koa. She took him in, and unwillingly shared her secrets. The original Dark Sage who had made the pact to grant her power paid a visit, choosing to take Muji along for the ride. Using their memories against them, the entity took the form of Makeoshimi Koho, trying to torture Onamuji. Gradually, the illusion was conquered and Muji came mostly to terms with his murder of his former love. It was then that Koa asked Muji for his guidance and help in exchange for her support, to which the Rikudo Sennin accepted easily.

The pair began planning their next move, considering legalizing Muji as an Iwa-nin for a while, until they came upon a chance encounter that drew in some rather interesting figures. Miroku Akkuma, his brother Uziuke, Uchiha Akechi, and the rogue Hyuuga Kagemaru met and spoke at length about their goals. At Koa's suggestion, Muji related his tale of destiny to the demon sage and the others, and asked them to join him in this grand undertaking. They all agreed, and it was then that Onamuji told them to meet him in Moon Country. There, they could officially establish themselves and begin preparations for the conflicts to come.

Chapter 5: Grand Design / Lost Cause

To Onamuji's surprise, more than a few shinobi had come to join the new movement. They called themselves the Kurujingu-en. A meeting was called, and a plan was formed. The shrine of Tsukigakure was rumored to be corrupt and ineffective at governing the island nation. The sage revealed that his plan was to perfect a grand coup, with the group of independent ninja ousting the shrine and establishing a new rule over the island. From there, Tsukigakure would be their new home in the grand crusade to establish a shinobi utopia. Soon, however, threads began to come undone. Certain members of the group sought more control, or wanted to follow their own plan apart from the group. While some shared Onamuji's dream of a new era of freedom and strength for shinobi, others were more interested in their own goals - be it blood, money, or glory.

Before much of the coup was set to begin, rifts emerged. Rather than watch the inevitable bloodshed and civil war tear apart the very unity he sought to usher in, Onamuji stepped down and left to parts unknown. In truth, there was another cause for his departure. The prophetic dreams he was known to have were growing increasingly violent and showed him repeating images of destruction, otherworldly beasts, and a creeping darkness. It was becoming too hard to control these dreams, and it was his belief that in order to continue his work, he would have to learn to master them and regain control.

Chapter 6: The Sage Returns</U><i></i>

Two years later, Onamuji reappears in Moon Country, the past two years more of a blur. His time away from civilization had diminished his ability to perceive time and his memories were hazy. To him, it seemed as though his attempt to create a rogue nation were a lifetime ago. Though that dream had died, the determination behind it lived on. The Rikudo Sennin believed his dreams of a great cataclysm were premonitions, and were yet to pass. While he failed to create an independent nation to deal with such world-encompassing threats, he was still focused on devoting himself to the betterment of the shinobi world, by all means necessary. If it took a band of believers, an army, or simply his own life to ensure that his nightmare never became reality, he would see it done...[/spoilername]

[ The Lost Kami ]

HP: (45+lvl) x Stamina
CP: (54+lvl) x Chakra Control

Class Bonus: Kinjutsu, +5% Nin Damage
High: Ninjutsu Accuracy
Average: Genjutsu Save, Genjutsu DC, Evasion
Low: Melee Accuracy, Ranged Accuracy


[ Statistics ]

Level: 15

HP: 36000
CP: 41400

Agility: 600 / 600
Stamina: 600 / 600
Ninjutsu: 600 / 600
Taijutsu: 600 / 600
Genjutsu: 600 / 600
Chakra Control: 600 / 600

Power Level: 3600
Stat Average: 600

AP: 10

[ Elemental Affinity ]

Major Element: Fire, Wind, Water
Minor Element: Lightning, Earth
Advanced Element: Shadow, Photon, Scorch, Wood

[ Equipment ]

Item Slot 1: Headset
Item Slot 2: Kawarimi Target (x1)
Item Slot 3: Iron Vein (Poison)
Item Slot 4:
Item Slot 5:

Projectile Holster 1:
Projectile Holster 2:

Belt Pouch 1: Sealing Scroll (x3)
Belt Pouch 2:

Prepared Slot 1: Kawarimi Target + Exploding Note (Proximity)
Prepared Slot 2: Senbon + Exploding Note
Prepared Slot 3: Senbon + Iron Vein (Poison)
Prepared Slot 4: Sealing Scroll
Prepared Slot 5:

Advanced Shop Purchases
+2 Class Points
Ability Card
+2 Major Affinities: Wind + Water
Half the Time Card

[ Constants ]
- Attacks that drain or remove chakra are entirely ineffective. (Chakra Retainer)
- -30% CP cost of Ninjutsu. (Conservation + Rikudo Sennin + Main Branch: Journeyman)
- Up to 3 opponents take 20% extra CP to use jutsu. Doesn't work on other Chakra Attuned. (Pressure)
- All elemental attacks are considered non-elemental and pure chakra, gaining +10% damage and immunity to damage reduction. (Normalize)
- +25% Ninjutsu damage. (Spirit Boost + Rikudo Sennin + Class Bonus)
- +4 to CP Mod. (Energy Boost)
- User regains 2% CP per round. (Recharge)
- Choose one opponent, the user gains +.5 to all Secondary stats each time their opponent lose 20% of their Max Hp, capping at +2 Secondaries. (Combat Instinct)
- All Jutsu cost -15% CP, this includes Maintains. (Jutsu Master + Jutsu Expert)
- All CP cost penalties from choosing to use 'Special Actions' are halved. (Jutsu Master)
- +1 to all Secondaries. (Rinnegan)
- -0.5 Acc reduction for each Path active. (Rinnegan)
- May use a Major Affinity Move and a Minor Affinity move upon a single Jutsu (Up to B Rank). Both affinity moves must be different, and the user must have a Major Affinity in the Element. (Elementalist)
- The user is given a resistance check every round against Genjutsu as opposed to the normal round wait time. (Clarity)
- The user is is always aware that they are in a Genjutsu unless the Genjutsu was treated as a Sneak Attack. (Clarity)
- +10% Damage Reduction to all Damage types; includes Illusory. (Fearless)
- -1 to Evasion and Gen Save. (Fearless)
- Hidden Actions are revealed to the user through PM; doesn't apply to Genjutsu. Chance of activating is: Number of active paths, divided by Number of paths with Insight. (Insight + Rikudo Sennin)
- Grants the user 5 Prep slots. Prep slots are not extra inventory slots, but allow for up to 5 special effects. (Strategist)
- May prep a weapon to have 1 free basic strike that is counted as a Sneak Attack. If used while in stealth the user has a 25% chance to remain in Stealth. May be used multiple times on a single weapon costing a Prep slot each time. (Strategist)
- May prep a weapon to be poisoned by an injury type Poison. (Strategist)
- May attach items to other items (see the items themselves for details) for 0 AP and can be prepared prior to battle. (Strategist)
- When the user is hit with a Ninjutsu attack, any damage taken by it is reduced by 5%. This reduced damage is then added to their next Ninjutsu attack as bonus damage that cannot be buffed through any source (it can still be reduced); The user can be charged with the bonus damage of up to three attacks at a time. If this ability activates any further, then the newest damage will overwrite the oldest bonus damage. (Supercharge)

[ Taijutsu ]
Projectile

Silver Stream [Master] [C-Rank]

Spiraling Silver [Master] [A-Rank]
Earthly Impalement [Master] [A-Rank]

Slashing

Lunar Steps [Master] [C-Rank]
Zero Slash Counter [Master] [C-Rank]

Buffing

Eagle Vision [Master] [D-Rank]

Devastating Aura [Master] [A-Rank]

Unarmed

Spinning Wind [Master] [D-Rank]

Tatsumaki Senpuu Kyaku [Master] [C-Rank]
Roaring Combination [Master] [C-Rank]

[ Genjutsu ]
Kinetic Buff</B><i></i>

Invulnerability [Master] [A-Rank]

<U>Audial Buff

Anthem of Power [Master] [C-Rank]

Will Buff</B><i></i>

Strength of Will [Master] [B-Rank]

<B>Visual Debuff

Body Double [Master] [A-Rank]

Will Debuff

Torment of the Physical Plane [Master] [A-Rank]
Corruption of the Physical Plane [Master] [A-Rank]

[ Ninjutsu ]
Fire

Immolation Armor [Master] [D-Rank]

Dragon Fire [Master] [C-Rank]
Scalding Ash Cloud [Master] [C-Rank]
Heat Wave [Master] [C-Rank]

Spontaneous Combustion [Master] [B-Rank]
Ring of Fire [Master] [B-Rank]

Dragon Flame Bomb [Master] [A-Rank]
Abysmal Harbinger [Master] [A-Rank]
Flame Shield [Master] [A-Rank]

[Mastered: 9/17]

Shadow

Spectre Shade [Master] [C-Rank]
Black Eruption [Master] [C-Rank]
Dark Displacement [Master] [C-Rank]

Underworld Prison [Master] [B-Rank]
Shadow Punishment [Master] [B-Rank]

Shadow Summoning [Master] [A-Rank]
Darkness Falls [Master] [A-Rank]
Absolute Void [Master] [A-Rank]

Photon

Radiant Shatter [Master] [B-Rank]
Corona [Master] [A-Rank]

Scorch

Scorched Land [Rank 1] [C-Rank]
Unstable Release [Master] [C-Rank]

Convection Spheres [Master] [B-Rank]
Heatblast [Master] [B-Rank]

Vaporization [Master] [A-Rank]
Amplifier [Master] [A-Rank]

Earth</COLOR><i></i>

Stone Bullet [Master] [E-Rank]
Gravel Shift [Master] [E-Rank]

Earth Flow River [Master] [D-Rank]
Sinkhole Fist [Master] [D-Rank]
Mud Clone [Master] [D-Rank]

Inner Earth Reflection Lure [Master] [C-Rank]
Earth Flow Wave [Master] [C-Rank]
Rock Golem [Master] [C-Rank]
Earthen Coating [Master] [C-Rank]

[Mastered: 9/17]

Wood<i></i>

Vine Tangle [Master] [C-Rank]
Armor of Thorns [Master] [C-Rank]

Wind<i></i>

Wind Slash [Master] [E-Rank]
Pressure Blast [Master] [E-Rank]

Whirlwind Spin [Master] [D-Rank]
Air Bullet [Master] [D-Rank]
Shredding Touch [Master] [D-Rank]

Wind Scythe [Master] [C-Rank]
Tempest [Master] [C-Rank]
Gale Force [Master] [C-Rank]
Wind Release [Master] [C-Rank]

Vacuum Sphere [Master] [B-Rank]
Cyclone Movement [Master] [B-Rank]

Ambiance of the Forbidden [Master] [A-Rank]

[Mastered: 12/17]

Lightning

Storm Bolt [Master] [E-Rank]

Thunderclap [Master] [D-Rank]
Electrocution [Master] [D-Rank]

Zeus Flash [Master] [C-Rank]
Lightning Torrent [Master] [C-Rank]
Thunderstruck [Master] [C-Rank]
Volt Charge [Master] [C-Rank]

Gigavolt Cannon [Master] [B-Rank]
Chidori [Master] [B-Rank]

[Mastered: 9/17]

Water

Water Whip [Master] [D-Rank]

Grand Waterfall [Master] [C-Rank]
Water Prison [Master] [C-Rank]
Rain Dance [Master] [C-Rank]

Scorn of Aquarius [Master] [A-Rank]

[Mastered: 4/17]

Non-Elemental

Transformation [Master] [E-Rank]
Body Switch [Master] [E-Rank]
Basic Summoning [Master] [E-Rank]

Crystal Eye [Master] [D-Rank]
Cancel [Master] [D-Rank]
Contract Summoning [Master] [D-Rank]

Jutsu Sealing [Master] [C-Rank]
One Element Sealing [Master] [C-Rank]
Elemental Clone [Master] [C-Rank]

Shadow Shuriken Replication [Master] [B-Rank]
Energy Transfer [Master] [B-Rank]

Cursed Sealing [Master] [A-Rank]
Five Element Seal [Master] [A-Rank]

[Mastered: 13/26]

Medical

Mystical Hand [Master] [D-Rank]
Coagulation [Master] [D-Rank]

System Restoration [Master] [C-Rank]

Mystical Force [Master] [B-Rank]

[ Abilities ]

[FAQ Thread]
0. Main Branch: Journeyman
0. Shinobi 101: Ninjutsu
1. Combat Instinct
2. Clarity
3. Fearless
4. Insight
5. Jutsu Mastery
6. Elementalist
7. Strategist
8. Kinjutsu
9. Kinjutsu
10. Kinjutsu
11. Supercharge

[ Chakra Attuned ]


The Chakra Attuned are ninja who excell at creating and molding chakra, able to summon up the power for a jutsu in a snap. It is said that those who are Chakra Attuned just plain have more chakra stored up in them than others, and this copious amount of spare power allows them to experiment and train in ways others could only dream of.

CA Points: 20 Spent

Chakra Retainer - Passive [2 points]
An Attuned ninja has almost complete control over their own chakra flow, and through hard training they learn how to retain it within themselves. There is no force that can remove chakra from the control of the Attuned, not an absorption jutsu, a hungry bug, or anything else.
Effect: Attacks that drain or remove chakra from the Attuned are completely ineffective.


One-Handed Seals - Passive [2 points]
A ninja who is properly Chakra Attuned is able to produce the correct amounts of chakra even with an incomplete seal. With extreme practice and their natural talent for manipulating chakra, they can learn the ability previously thought to be exclusive to a bloodline clan.
Effect: The user is able to perform all Jutsu handseals with one hand.

Conservation - Passive [3 points]
Through repeated use and training with the lower level techniques, the attuned ninja learns the best ways to manipulate their chakra in order to produce the desired effects. They are able to cast weaker jutsu for a much smaller cost than an average ninja would.
Effect: -15% Ninjutsu cost.


Empower - Dependent Special Move [2 points]
A Chakra Attuned ninja can learn, instead of conserving chakra, to pump more into a jutsu to increase the power output. Unlike overcharge, which is wild and uncontrolled, the Chakra Attuned ninja is able to place specific measured amounts into their jutsu.
Effect: By increasing the chakra cost for a jutsu by +10%, they can increase the damage by +5%. This move only works on offensive jutsu and may stack up to three times on a single jutsu. All CP reduction buffs to a jutsu effected by this are nulled.

Strike the Spirit - Dependent Special Move [3 points]
Those who have a powerful connection with chakra themselves have an intimate knowledge of how to disrupt that connection in others. By specially molding a jutsu, the Attuned ninja is able to cause it to blast away an enemy’s chakra instead of their health.
Effect: Once per round, the user may have a Ninjutsu deal Chakra damage. The chosen jutsu only deal 80% Damage, and receives no buffs at all.

Pressure - Passive [3 points]
The Chakra Attuned can warp not only their own chakra to be efficient, but the opponent's to be much less efficient. The problem is that this can backfire, hitting allies as well.
Effect: Up to 3 targets in battle with the user take 20% extra CP to cast a jutsu. Does not work on other Chakra Attuned ninja.


Hustle - Dependent Special Move [2 points]
For those who prefer power over accuracy, the Chakra Attuned can choose to power up one of their techniques in exchange for making it less likely to hit.
Effect: Can choose to add 10% damage to a Ninjutsu in exchange for -1 accuracy.

Normalize - Passive [2 points]
Chakra Attuned users like to say their chakra is pure, rather than twisted toward one particular element. Some of them take this to extremes, making their chakra tuned toward no elements at all.
Effect: All elemental attacks become non-elemental and purely chakra-based, and gain +10% damage. This allows them to cut through all elemental damage reduction.


Spirit Boost - Boost [2 points]
[Purchased twice]
A Chakra Attuned ninja's prowess with Ninjutsu is not to be underestimated. Their skill with it is unparalleled, and is not limited to any one specific element.
Effect: +10% Ninjutsu damage.


Energy Boost - Boost [2 points]
[Purchased twice]
A Chakra Attuned ninja tends to have slightly more chakra to work with than the average, being that they tend to work with it more often than others.
Effect: +4 to CP modifier.


Recharge - Passive [2 points]
Chakra Attuned ninja are very efficient at storing their chakra, up to the point where it flows into them easily from all around. They can restore their own chakra as effortlessly as breathing.
Effect: User regains 2% CP per round.


Jutsu Expert - Modification [2 points]
A Chakra Attuned ninja is extremely efficient with their chakra, especially with jutsu they are also skilled with. They are even more adept at this than other practitioners of the skill.
Effect: 10% Chakra reduction is changed to 15%.


Chakra Vacuum - Jutsu [2 Points]
A fearsome technique that can only be used by those with an absolute mastery over chakra molding, such as the Chakra Attuned. The Chakra Vacuum is just that, a technique which sucks chakra out of everything nearby and pulls it into the user. This attack is strongest when there are multiple targets surrounding the caster, so that they can feed off of all of them at once. Once this jutsu is activated, the user cannot move at all, needing to maintain total concentration--if the user moves, the jutsu will be disrupted.
Rank 1: Absorbs 1000 chakra from up to 3 targets every round. Lasts a maximum of 3 rounds.
Rank 2: Absorbs 1500 chakra from up to 3 targets every round. Lasts a maximum of 4 rounds.
Cost: 3 AP, 1250 CP/round
<i></i>


[ Kinjutsu: Rikudo Sennin ]


Meaning Sage of Six Paths, this is a title that represents little more than a legend or child's story of fabled shinobi that wandered the lands generations upon generations ago. Legends tell of shinobi born with a powerful affinity to every single element in the world of shinobi, capable of performing and mastering any technique with ease and perfection. The individuals possessed abilities that seemed to be on a level far above mortals, even going so far as to consider these gifted individuals as the incarnation of Gods themselves. Over the years, the power has dimmed down and faded to a shadow of its former glory, and this power is now believed to be myth...But rarely, every few generations a shinobi is born with outstanding potential that just might possibly be remnants of this fabled power.

Effects:
- Born with powerful and unique chakra, Rikudo Sennin gain +10% damage to all Ninjutsu and Elemental Damage, as well as a -10% Cp Cost to All Ninjutsu. This applies to all Paths the Rikudo Sennin may have.
[spoilername="Rinnegan"]
RSRR.jpg


<B>Rinnegan [Special Passive]

The ultimate Doujutsu, so rare, that it is rumored to simply be a Legend. Those gifted with the Eyes of the Gods are truly blessed, for they are few and far between. Said to be the Strongest of the Doujutsu, the Rinnegan is characterized by a ripple-like pattern that surrounds one's pupil, and possess a sharper insight than all others, and shares the trait of being able to see all forms of chakra clearly. Though oddly, despite its appearance, it has been said that this is merely a mutation of other Doujutsu, and history seems to support this claim with stories of the Sharingan or Byakugan developing ripple patterns over the users lifetime, though there also exists the fact that it has been known to pop up in entirely random individuals. Regardless, this ability is no less mythical.

Effect:
- The user gains the mystical Rippled Doujutsu, the Rinnegan, giving them a constant +1 to all Secondary Stats as it is always active.
- This bonus applies to all active Paths under the RS's control.
- In addition, for every Path under their control the user and each path can resist a cumulative of .5 points of Accuracy reduction that may come from any source. This is due to the fact that the user may view everything within any path's field of vision, they all share their sight with other path's.
- This does not take up an ability Slot.[/spoilername]

[spoilername="Heavenly Subjugation"]
RSHS.jpg


Heavenly Subjugation [Special Activated Passive]

The Rikudo Sennin possess the ability to ultimately infuse their consciousness within a body and utilize that as the own vessel for their spirit; This technique utilizes only a fraction of that power and allows them to infuse their chakra and part of their consciousness through their Special chakra blade, and impose their will to a lesser degree upon a target. Though this doesn't allow the Rikudo Sennin to fully control the body of a Living Organism, this does allow them to heavily suggest actions to the target. Having a delayed effect, this causes the victim to envision the Rinnegan of the Rikudo Sennin within their mind, impairing their motor functions at crucial moment.

Prerequisites: Rikudo Sennin, Rinnegan, Chakra Disruption Blade

Effect:
- When attacking with their Chakra Disruption Blade, the Rikudo Sennin may infuse their chakra into the strike for 1 Ap. This is always modded as a Secret Action, and may only be done to one target per round.
- When infused, the user may choose to have their will activate during one of their techniques, or during one of the Victim's attacks. This does not take effect until the following round.
- If used to Disrupt the Victim's Attack, this causes the victim's Strongest Action to have -2 Accuracy and -10% Damage. This Attack cannot Auto-hit in any way.
- If used to Disrupt the Victim's Reactions, this causes the victim to have -2 Dodge/Gen Save and take +10% damage from one of the user's Actions. This attack cannot be Auto-Dodged in any way.[/spoilername]

[spoilername="Six Paths of Judgment"]
RSSPOPP.jpg


Six Paths of Judgment [Special Ability]

Those gifted with only the strongest affinity to the Rinnegan are said to be able to have multiple consciousness's, each with its own body. This Legend is partly true, though the user does not necessarily have the omnipresence of a God, they do have ability to control multiple bodies by dividing their consciousness. Through a long and tedious process involving the Outer Path Statue, the Rikudo Senning are able to divide their own Soul and Chakra, infusing their gifted chakra and very spirit into corpses to reanimating them for their own use. Each body or "Path" shares the same consciousness, and perceives what the others do. This sharing of chakra is what bestows each path with the capabilities of the Rikudo Sennin, including their mythical Rinnegan. In a sense, the user becomes a One man army. Kinda.

Prerequisites: Rikudo Sennin, Rinnegan, 1,500 word Rp, Summoning: Demonic Statue of the Outer Path

Effect:
- Allows the Rikudo Sennin to reanimate a corpse infused with their consciousness. This can only be done through a 500 word rp that must be about the user infusing their chakra and soul into a body through the Outer Path.
- This rp must have council approval, and the user chooses the Body's BL/CA and abilities at the time of creation.
- This Rp can be done once every three OOC weeks, as the user need's time to build up their spirit before dividing it once again.
- The Rikudo Sennin may have up to six total path's or bodies at any given time including their original one, though they may use this technique again to switch any current path for a new one, including their original Path.
- This does not take an Ability Slot.[/spoilername]

[spoilername="Chakra Disruption Blade"]
RSCDB.jpg


Chakra Disruption Blade [Special Weapon]

A special blade made completely out of the unique chakra of a Rikudo Sennin; one that absorbs all chakra with the slightest touch from any organism. This weapon is able to be created at any point and nearly instantly by the Rikudo Sennin, springing out sharp jet-black metallic rods from their body to use to strike their victims. The absorptive properties of this chakra-blade is strong enough to leave normal shinobi drained of energy; while any chakra absorbed by this blade will automatically transfer to the user to replenish their own energies.

- The user may have one Chakra Disruption Blade as a normal weapon that can be augmented before battle, but must follow the Weapon Creation Rules. This applies to each individual body.
- Every Chakra Disruption Blade created after the first does not gain Augment Slots and costs 100 Cp, these must be drawn as normal. The user may only create up to two per body.
- Chakra Disruption Blades disperse upon being dropped or disarmed.
- The total damage cause by this weapon is reduced to 90% and 10% of the total damage is dealt to the targets Chakra.[/spoilername]

[spoilername="Summoning - Path to God"]
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Summoning: Path to God [C-Rank Ninjutsu]

A Summoning technique available to any of Rikudo Sennin's Paths, this allows the path to immediately call forth any other paths to its location for immediate back up. This unique summoning skill is powerful enough to call forth all other bodies from across the region in a single puff of smoke, making it nearly impossible for a body to be taken out by a surprise attack as multiple teammates are always just a handsign away. This skill may also be used to "Desynchronize" a path from the Rikudo Sennin's Mental Link, strengthening their focus upon the other remaining bodies.

Prerequisites: Rikudo Sennin, Rinnegan, Six Paths of Judgment, 115 Chakra Control, 115 Ninjutsu

Effect: Allows any path to summon the other ones into battle and synchronize their mental link to enable battle. For any already present in the topic when the battle is called, this must be used to strengthen the mental link to the level of combat. Paths summoned into battle are unable to be used the round they are summoned, as the summoning disrupts the link between the Rikudo Sennin and the Path.

Special Action - Desynchronize: For 1 Ap, the user may cut off the mental link with a specific path, regaining the Ap they lost while it was under their control. However the user cannot resynchronize with a desynchronized body for the remainder of the battle. Any Genjutsu affecting this Path upon desynchronization are transferred over and experienced to another path at the time of desynchronization.

Note:
- This jutsu is modded as if instantaneous, and does not require handseals.
- This cannot be used to escape battle.
- Naturally, path's summoned do not have to wait 3 Rounds to enter a battle, however no actions may be used with a summoned path until the start of the next round.
- Cutting off a body's mental link leaves it in a comatose, lifeless state. Any damage harming this body does not harm the user, as they are no longer linked. This lasts the remainder of the battle.
- When Genjutsu effects are transferred, They will effect a random path active in battle that is unaffected by genjutsu. This path retains the ability to resist the illusion, however.

Cost: 300 Cp per Body Summoned.[/spoilername]

[spoilername="Omnipotent Chakra Absorption"]
RSOCA.jpg


Omnipotent Chakra Absorption [C-Rank Ninjutsu]

A highly advanced Ninjutsu that allows the Rinnegan user to directly absorb and disperse almost any Ninjutsu they come in contact with. Because they are attuned to every element, few Jutsu are incompatible with the Rikudo Sennin's chakra system, and this technique directly channels the energy of a Ninjutsu into their chakra system, where it ideally is balanced out and dispersed under the pressure of the user's own chakra. When performed right, the user is able to avoid harm from almost any Ninjutsu, however this is a difficult technique to master, and a slight mistake could directly put the user in harms way.

Prerequisites: Rikudo Sennin, Rinnegan, C-Rank

Rank 1: Allows the user to attempt to absorb any Ninjutsu Level E-D. If successful, the user gains 30% of the Cp used to initiate the jutsu. If they fail, the user takes +20% Damage.
Rank 2: Allows the user to attempt to absorb any Ninjutsu Level E-C. If successful, the user gains 40% of the Cp used to initiate the jutsu. If they fail, the user takes +15% Damage.
Rank 3: Allows the user to attempt to absorb any Ninjutsu Level E-C. If successful, the user gains 50% of the Cp used to initiate the jutsu. If they fail, the user takes +10% Damage.

Special Action: Rather than Absorb a Ninjutsu, the user may attempt to directly absorb chakra from the body of a target. This is done at -2 Melee Accuracy and does not cost Cp, and the user absorbs 570 Cp. This amount cannot be buffed or reduced, but gains +.5 Accuracy for each rank the user has after the first.

Note:
- Requires no handseals, and may be used reflexively.
- This may be done by any of the Rikudo Sennin's Paths, and can only be used on an offensive Ninjutsu. Use of this technique gives that path a -2 dodge penalty to the next attack aimed at them.
- The path must make a Ninjutsu check against the attacking Ninjutsu. If the path fails, they are Auto-hit by the technique they attempted to absorb and the attack retains the possibility of being a critical strike.
- This is a success or fail technique, it cannot take effect partially. If it is a 50% or more effective, it's counted as a fully successful, Otherwise, it's counted as a fail.

Rank 1 Cost: 340 Cp
Rank 2 Cost: 430 Cp
Rank 3 Cost: 510 Cp[/spoilername]

[spoilername="Mystic Path of Infinite Pain"]
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Mystic Path of Infinite Pain [B-Rank Taijutsu]

A powerful combination technique that utilizes all of one's bodies to coordinate together against a single, helpless opponent. As the Rinnegan user shares each path's vision, they are are able to coordinate the actions between their bodies perfectly, leaving little, if any room for the opponent to escape. Naturally, this technique require multiple bodies to perform. luckily, Rikudo Sennin are capable of jumping opponents by themselves.

Prerequisites: Rikudo Sennin, Rinnegan, Six Paths of Judgment, B-Rank

Rank 1: Multiple Path's coordinate actions against a target. 12 Strikes are made, each dealing 165 Damage at -2 Accuracy.
Rank 2: Multiple Path's coordinate actions against a target. 13 Strikes are made, each dealing 205 Damage at -2 Accuracy.

Special Action: By increasing the Ap cost by +.25 an additional path may join in on this Taijutsu. This may be done up to 4 times, with all path's attacking. Each use enables an additional hit to land, and gives this jutsu +1 Accuracy.

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

Notes:
- This may be used by any Path under their control.
- Requires the user and one other path minimum to perform this combo.
- Only 10 Strike may hit, unless more paths are involved.
- If multiple paths are involved, the accuracy used is the average of all paths.[/spoilername]

[spoilername="Summoning - Demonic Statue of the Outer Path"]
RSSOTOP.jpg


Summoning: Demonic Statue of the Outer Path [A-Rank Ninjutsu]

A Forbidden Summoning technique that draws forth a massive stone creature into the area, the Demonic Statue of the Outer Path. This Statue takes the form of a blindfolded and shackled, giant humanoid demon, and protrudes from the ground in such a way that only it's torso and arms are visible above the ground. This statue has the unique ability to emit a dark aura throughout the area, lowering the will of those within to fight. Even more dreadful, however, is this statues ability to literally suck the life out of any deemed opponent's by the Rinnegan user. The statue constantly emits Dragon-like waves of energy that seek out any source of chakra, and forcibly extract bits and portions of the victim's soul, storing them within this statue. The user, with their Legendary chakra, is able to directly absorb this stored energy for their own use. Additionally, this outer path statue is capable of instead turning it's harmful energy directly into a rejuvenating life force that heals the Rinnegan user and all their various path's, so long as they remain nearby.

Prerequisites: Rikudo Sennin, Rinnegan, A-Rank

Rank 1: Summons a Large Statue that releases a dark aura that may affect up to two separate targets. The affected suffer -2 Dodge and have a 5% Chance to be Auto-hit by all actions aimed at them, and a 5% chance to Auto-miss all techniques they use. Every round, the statue attempts to absorb 1870 Chakra from those within the area. Statue has 6050 Hp, and the user has +2 to all checks.
Rank 2: Summons a Large Statue that releases a dark aura that may affect up to three separate targets. The affected suffer -3 Dodge and have a 10% Chance to be Auto-hit by all actions aimed at them, and a 10% chance to Auto-miss all techniques they use. Every round, the statue attempts to absorb 2340 Chakra from those within the area. Statue has 7560 Hp, and the user has +3 to all checks.

Special Action - Samsara Heavenly Life Technique: Instead of absorbing chakra from enemies, this Statue may restore the Health of the Rikudo Sennin by the equal amount each round. This amount can be buffed by Non-Elemental Ninjutsu Buffs, and applies at the start of each round. The user may also choose allies to benefit from this jutsu, though the amount restored to all is reduced by 10% per Ally involved, up to either two or three allies depending on the rank of this Jutsu.

Note:
- This may be used by any path.
- Chakra Absorption cannot be buffed.
- The Rikudo Sennin gains chakra equal to 50% of the Chakra Absorbed. The remaining 50% is used to heal the Statue of any Damage.
- Each round active, the affected must make a Ninjutsu check against the Rikudo Sennin to determine whether they are affected by this Jutsu or not.
- Once destroyed, this statue cannot be summoned again for the remainder of the battle.
- Once per round a ninjutsu check is made between the target and the user to decide if these effects are successful.

Rank 1 Cost: 2200 Cp to initiate, 1050 Cp/Rnd.
Rank 2 Cost: 2750 Cp to initiate, 1310 Cp/Rnd.[/spoilername]

[spoilername="Release - Almighty Harbinger"]
RSAH.jpg


Release: Almighty Harbinger [S-Rank Ninjutsu]

For the Rikudo Sennin that has supposedly "Mastered" the secrets behind the Statue of the outer path, they will discover just what little potential of this "Seventh" Path they have tapped into. This forbidden jutsu is the next step; The Rikudo Sennin tapping fully into the Outer Path Statue, Infusing it with their energy to fully bring out the demonic strength Behind this path. This causes the Path to break away from its restrained "Statue" Appearance, breaking free of it's chains and blindfold to reveal its own corrupted Rinnegan, and pulling itself from the ground it normally is embedded within. From this point on, controlling and maintaining this Demonic Path requires the complete concentration of all paths of the Rikudo Sennin, All six paths becoming limp and falling as if unconscious for the duration of this Jutsu. This Summon has its life-absorptive properties enhanced greatly, and is said to be able to simply suck the souls from weaker beings...

Prerequisites: Rikudo Sennin, Rinnegan, S-Rank, Summoning: Demonic Statue of the Outer Path Mastered, Six Paths of Judgment

Master Rank: Releases the Outer Path of all restraints, creating a Demonic Entity guided only by the Rikudo Sennin's Consciousness. This prevents any active paths from moving or performing any actions during this jutsu, and only allows the user to fight through the Outer Path. In this form, the outer Path has 15,120 Hp, and may attack for 1 Ap, tearing 1400 Hp and 700 Cp at +2 Accuracy from a target.

Note:
- This may only be used while Summoning: Demonic Statue of the Outer Path is active on the field, and also requires all 6 paths to be active in the battle.
- This does not gain buffs from the users Kinjutsu.
- When summoned, this prevents the user and all paths from moving or performing any Actions. All attacks aimed at them will Auto-Hit, however since the user's consciousness is guiding the Outer Path and not within the bodies, the user will only take 40% of all damage inflicted upon the bodies *All normal Rikudo Sennin Damage rules apply, I.e. AoE only count once, reduced bleeding, etc.* Genjutsu cannot be placed upon any of the normal 6 Paths.
- When determining the Outer Path's secondaries, it is treated as if having equal Pl to the user, however all Secondary stats are treated as if "High". This Outer Path cannot be buffed, and does not gain the benefits of any Abilities, Bl, or CA Buffs or techniques.
- Attacks made from the Outer Path may use either Ninjutsu, Ranged, or Melee Accuracy, whichever the user chooses.

Cost: 4.5 Ap, 4000 Cp to Initiate, 2000 Cp/Rnd.[/spoilername]

[ Training History ]

Onamuji's Training Log

[ Missions / Battles ]

Missions Completed: 0
Missions Succeeded: 0
Missions Failed: 0

Success Rate: 100%

S: 0
A: 0
B: 0
C: 0
D: 0
E: 0

Battles Completed: 0
Battles Won: 0
Battles Lost: 0
Battles Tied: 0

[ Relationship Chart ]
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- Hate
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- Dislike
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- Uneasy
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- Neutral
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- Respects
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- Like / Friend
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- Close Friend / Family
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- Love

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- N/A
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- N/A
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- N/A
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- N/A
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- N/A
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- N/A
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- <COLOR color="orange">Saemon (Missing/Presumed Dead)
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- Makeoshimi Koho (Deceased)

Sand
Leaf
Cloud
Missing/Rogue


Standard Text: PC
Italicized Text: NPC
 
[ Ichimuji, the Path of Bone ]
Ichimuji_zps066b3820.jpg

[Height]: 6' 6"
[Weight]: 242 lbs.
[Gender]: Male
[Body Type]: Tall, Muscular
[Natural Hair Colour]: Auburn
[Natural Eye Colour]: Purple (Rinnegan)
[spoilername="Physical Description"]Onamuji's Kaguya body, the Path of Bone, is a towering figure with an intimidating muscular structure. His skin is pale, and his upper body is laid bare. Since coming under the control of Muji, the body's clothing matches its owner's original form in a sense. Though without any upper body clothing, it's lower body is tailored to match. Multiple layers of lower robes drape down around his pants, touching the top of his boots. Instead of a sash with the Sunan emblem on it, however, it's waist is wrapped in a dark red rope-like cord tied in an elaborate knot at the back that resembles an X.

Its hair is now auburn as its new owner's form, though its bangs are tied into braids at the side, with one heavy braid draped down atop the otherwise short and scruffy back of his hair. Though it can hide its bone structure easily, a few slight spikes are usually left protruding from his knuckles and forearms, and his exposed bone structure often covers his shoulders like pieces of armor.

Ichimuji's eyes are painted a crimson red underneath, matching his rope belt. His Gaia Seal is placed in the center of his bare chest.[/spoilername]

[ The Path of Bone ]

High: Melee Accuracy
Average: Genjutsu Save, Genjutsu DC, Evasion
Low: Ninjutsu Accuracy, Ranged Accuracy


[ Abilities ]

[ Kaguya ]
[fontsize="12"]A brutal and barbaric clan with its origins tracing into the earliest histories of Kirigakure, the Kaguya are a bloodthisty people born with an instinct that dictates a love of fighting and war. Their ability reflects their bloodlust, their gruesome power allowing the Kaguya to reshape and grow bones within their body to whichever shape they deem fit. Because of their morbid abilities and bloodlust, it is said that the Kaguya are a clan of demons, each one born as a living weapon destined for a life of violence. It is almost unheard of for a Kaguya to reach an old age and die a natural death, their clan believing that the only suitable death is to die in the midst of combat...among a sea of their slain enemies.

Note: All Kaguya techniques receive Physical, Unarmed Buffs.

014% Control - Dead Bone Pulse (Rank 1)/Rapid Healing (Rank 1)
028% Control - Skeletal Density (Rank 1)
042% Control - Dance of the Willow (Rank 1)
056% Control - Bone Bullets(Rank 1)
070% Control - Dead Bone Pulse (Rank 2)
084% Control - Dance of the Willow (Rank 2)
098% Control - Rapid Healing (Rank 2)/Ultimate Bone Defense (Rank 1)
112% Control - Skeletal Density (Rank 2)/Dance of the Camellia (Rank 1)
126% Control - Dead Bone Pulse (Rank 3)/Bone Bullets (Rank 2)
140% Control - Dance of the Willow (Rank 3)/Dance of the Camellia (Rank 2)
154% Control - Ultimate Bone Defense (Rank 2)
168% Control - Skeletal Density (Rank 3)/Dance of the Camellia (Rank 3)
182% Control - Rapid Healing (Rank 3)/Ultimate Bone Defense (Rank 3)
196% Control - Bone Bullets (Rank 3)
210% Control - Dance of the Larch (Rank 1)
224% Control - Dance of the Clematis (Rank 1)
238% Control - Dance of the Larch (Rank 2)
252% Control - Dance of the Seedling Fern (Rank 1)
266% Control - Dance of the Larch (Rank 3)/Dance of the Clematis (Rank 2)
280% Control - Dance of the Clematis (Rank 3)/Dance of the Seedling Fern (Rank 2)
294% Control - Dance of the Seedling Fern (Rank 3)

---

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

Rank 1: +1 Dodge, Accuracy buff stacks up to +1.
Rank 2: +1.5 Dodge, +5% Taijutsu damage. Accuracy buff stacks up to +1.5.
Rank 3: +2 Dodge, +10% Taijutsu damage. Accuracy buff stacks up to +2.

Notes:
- For every Dance used used during the round, the Kaguya gains +1 accuracy. This applies to all taijutsu for the remainder of the round.
- Changing Styles negates any active buffs.
- User Exhausts at an Above Average Rate.

---

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

Rank 1: Bleeding damage is reduced by -10%. At the start of every round, the user has a 30% chance to lower their Bleed Rank by 1.
Rank 2: Bleeding damage is reduced by -15%. At the start of every round, the user has a 35% chance to lower their Bleed Rank by 1.
Rank 3: Bleeding damage is reduced by -20%. At the start of every round, the user has a 40% chance to lower their Bleed Rank by 1.

Notes:
- The chance of regenerating a Bleed Rank lowers by -5% for each Bleed Rank after the first. For Example, Rank 2 of this jutsu healing the 4th Rank of bleeding would be a 20% chance.

---

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

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

---

Dance of the Willow - Weapon Creation Technique<i></i>
The most reknown ability to the Kaguya, this ability allows the barbaric people to manipulate their bone structure and calcium levels in anyway they see fit, allowing them to easily create weapons from within their own body. Their bones possess a density that makes them just as hard and sharp as steel.

Rank 1: Vitality Augment requires up to 3 Successful Disarm Attempts to be successfully Disarmed, following - Sprain, Fracture and Broken Chances.
Rank 2: Vitality Augment grants +2% Called Shot Chance for every Called Shot(s) afflicted to the user, up to a +8% Called Shot Chance Bonus.
Rank 3: Vitality Augment will gain a stack of Fortify whenever the user successfully inflicts Called Shot using Dance of the Willow, up to 3 Stacks.

Special Action: Can only be used if the weapon has Rank 3 Effect. By Paying +0.5 AP and +5% Cp, the user may consume their Dance of the Willow Weapon and remove a random Called Shot per stack of Fortify. Using this Special Action will destroy the weapon. May only be used once per round.

Cost: 1 AP; 100 Hp/Cp per Rank to create. 100 Cp per Rank to maintain.

Notes:
- At all ranks the user is creating a weapon that will automatically be attached with the Vitality Augment.
- Weapon specifications must follow the Weapon Creation rules.
- Upon activating Dance of the Willow, the user may choose up to two Rank Effects to be activated. (E.g: Rank 1 and Rank 2 Effects combination.)
- Weapon is destroyed if disarmed or unequipped. Excludes if the user has Rank 1 Effect activated or if the user activates the Special Action.
- May only have one Dance of the Willow active at a time.

---

Bone Bullets - Ranged Taijutsu<i></i>
A technique that allows the Kaguya to rapidly detach and regrow the first bone of the fingers, shooting them out at a high velocity much like the effects of a gun. Though rapid fire is inaccurate, the amount of projectiles shot often makes up for that shortcoming.

Rank 1: 5 Shots at 120 points of damage each at -1 Accuracy.
Rank 2: 7 Shots at 200 points of damage each at -1 Accuracy.
Rank 3: 10 Shots at 200 points of damage each at -1 accuracy.

Costs:
Rank 1: 200 Cp, 1.5 AP
Rank 2: 475 Cp, 2 AP
Rank 3: 675 CP, 2 AP

Notes:
- Uses Ranged Accuracy, but receives all physical buffs.

---

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

Rank 1: Reduces physical and elemental damage taken by an additional 5%. Bleeding has a -4% Chance of Success.
Rank 2: Reduces physical and elemental damage taken by an additional 5%. Bleeding has a -7% Chance of Success.
Rank 3: Reduces physical and elemental damage taken by an additional 10%. Bleeding has a -10% Chance of Success.

Costs:
Rank 1: 1.5 Ap, 240 Cp to initiate, 110 Cp/Rnd
Rank 2: 2 Ap, 350 Cp to initiate, 160 Cp/Rnd
Rank 3: 2 Ap, 520 Cp to initiate, 250 Cp/Rnd

Notes:
- User suffers -2 dodge while this is active.
- This is considered a Chakra Armor.

---

Dance of the Camellia - Weapon Creation Buffer <i></i>
A powerful skill that allows the Kaguya to creates a special bone weapon that with a much higher level of chakra-infused calcium, the weapon becoming stronger than normal and even weighing lighter. Through the fluid movements of the dance they can take down several strong opponents in mere seconds.

Rank 1: Creates a weapon at 700 damage at +1 Accuracy. The user can perform up to 2 basic attacks with the weapon at .25 AP per round for the next two rounds.
Rank 2: Creates a weapon at 600 damage and +1.5 Accuracy. The user can perform up to 3 basic attacks with the weapon at .25 AP per round for the next two rounds.
Rank 3: Creates a weapon with 500 damage and +2 Accuracy. The user can perform up to 4 basic attacks with the weapon at .25 AP per round for the next two rounds.

Cost: 2 Ap, 560 Cp

Notes:
- After the round's set attacks, the weapon returns to it's Bone Weapon Damage/accuracy value until the start of the next round.
- Can only be used once every 3 rounds.
- Cannot be used with Jutsu or Called shots.
- Able to be buffed.

---

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

Rank 1: Absorbs physical damage equal to 1620 HP. Unarmed attacks return 20% of the damage done by the opponent back on themselves as well.
Rank 2: Absorbs physical damage equal to 2030 HP. Unarmed attacks return 30% of the damage done by the opponent back on themselves as well.
Rank 3: Absorbs physical damage equal to 2430 HP. Unarmed attacks return 40% of the damage done by the opponent back on themselves as well.

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

Notes:
- May be used reflexively.
- This skill may only be used once per round, but lasts until bone Hp is depleted or the end of the round.
- The user has -2 Dodge for the remainder of the round this is used.
- Stacks with Ultimate Bone Defense and Skeletal Density

---

Dance of the Clematis - Bone Spear Taijutsu<i></i>
Perhaps their single, most powerful individual bone weapon, this technique converts their chakra into high levels of calcium within their bones, and uses their ability to twist all bones within their arm, elongating them to the point where their arm transforms into a a large spear that can easily impale nearly any target.

Rank 1: Creates a spear the size of the Kaguya's arm and thrusts it into their opponent, dealing 2400 piercing Damage at -2 accuracy.
Rank 2: Creates a spear twice the size of the Kaguya's arm and thrusts it into their opponent, dealing 3000 piercing Damage at -2 accuracy.
Rank 3: Creates a spear thrice the size of the Kaguya's arm and thrusts it into their opponent, dealing 3600 piercing damage at -2 accuracy.

Costs:
Rank 1: 1.5 Ap and 870 Cp to create, 1 Ap to attack.
Rank 2: 1.5 Ap and 1100 Cp to create, 1 Ap to attack.
Rank 3: 1.5 Ap and 1300 Cp to create, 1 Ap to attack.

Notes:
- Unable to use handseals while in play.
- Cannot be duel wielded or used in any Taijutsu.
- Gains +15% Damage when used on a barrier-type Jutsu.
- Lasts 2 rounds or until the user hits their target.

---

Dance of the Seedling Fern - Bone Forest Ninjutsu<i></i>
The most fearsome technique to the Kaguya clan, but also the most taxing. This ability allows the Kaguya to flow a vast amount of calcium into the ground, supercharged with their chakra and kekkai genkai. This rapidly spreads across a large area, and from there condenses into countless spines of sharp bone. Upon use, this appears as if a pale white forest of bones shoots from the ground, impaling all those nearby. From this point, the bone spires remain on the battlefield and give the Kaguya the unique ability to merge and transfer themselves freely between spines. Though powerful, this skill drains the Kaguya heavily of their vitality, often enough to cause coughing of blood.

Rank 1: Creates a vast forest of bone the covers the nearby region. All within the battle must make checks against 9 Trees, but may only be hit by 6. Trees each deal 680 Damage at -2 Accuracy. Each tree reduces the targets Accuracy and Dodge by -.5, but this only stacks up to -2. Tree's and debuffs last for three rounds, upon which they disintegrate.
Rank 2: Creates a vast forest of bone the covers the nearby region. All within the battle must make checks against 11 Trees, but may only be hit by 7. Trees each deal 655 Damage at -1 Accuracy. Each tree reduces the targets Accuracy and Dodge by -.5, but this only stacks up to -2.5. Tree's and debuffs last for three rounds, upon which they disintegrate.
Rank 3: Creates a vast forest of bone the covers the nearby region. All within the battle must make checks against 13 Trees, but may only be hit by 8. Trees each deal 630 Damage. Each tree reduces the targets Accuracy and Dodge by -.5, but this only stacks up to -3. Tree's and debuffs last for three rounds, upon which they disintegrate.

Costs:
Rank 1: 3 Ap, 2270 Cp, 3% Max Hp.
Rank 2: 3 Ap, 2550 Cp, 4% Max Hp.
Rank 3: 3 Ap, 2800 Cp, 5% Max Hp.

Notes:
- Tree's remain on the field for 3 rounds, after which they disintegrate. This technique may be used again the following round. In other words, once ever four rounds.
- This Jutsu may Automatically target three separate targets.
- Bone trees can be used like body switch targets. However, body switch effects still apply.
- This may only be buffed by Physical, Non-Weapon Buffs.[/fontsize]

Cursed Seal: Gaia Seal [Rank 2]​
 
[ Nimuji, the Path of Flesh ]
Nimuji_zps5adbf49e.jpg

[Height]: 5' 6"
[Weight]: 113 lbs.
[Gender]: Female
[Body Type]: Slender
[Natural Hair Colour]: Auburn
[Natural Eye Colour]: Purple (Rinnegan)
[spoilername="Physical Description"]Onamuji's Benevolent body, the Path of Flesh, is a lithe female who was once a devoted Med-nin in Kirigakure. She stands at a height slightly taller than the average young female, and has a slender, attractive physique. Her long hair, once dark, has now developed an auburn hue in the way of its new owner, and her brown eyes are now the glowing amethyst of the Rinnegan when under Onamuji's control.

To remove the signs of her being a Kiri-nin, Onamuji has given the body a set of robes similar to his, but a bit more detailed for the female form. The sleeves have been eliminated, and the open front of his robe is a bit more closed, though still showing a liberal amount of her cleavage. As well, the shinobi pants have been removed from the equation and fairly short shorts have taken their place, instead. All things considered, this form has become a somewhat sexualized female version of Onamuji himself.[/spoilername]

[ The Path of Flesh ]

High: Ninjutsu Accuracy
Average: Genjutsu Save, Melee Accuracy, Evasion
Low: Genjutsu DC, Ranged Accuracy

[ Abilities ]

[ Benevolent ]
[fontsize="12"]A benevolent one lives not for themselves, but their precious friends. They think little of their own well being, and tend to take a more supportive role in battle. When pushed too far, however, they can use their normally restorative techniques in offensive ways.

Note: All techniques and buffs from this Core Ability are classified as Light.

CA Points Spent: 20/20

Master Healing<i></i> - Passive (3 points)
Benevolents with this ability have fully mastered all aspects of healing and treating the wounds of others, making their healing jutsu that much more effective.
Effect: Medical jutsu are enhanced by 20%. This does not stack with Medical Knowledge.


Negative Energy</U><i></i> - Dependent Special Move (3 points)
Restrictions: C Rank and up
Benevolent people are generally kind-hearted and adverse to violence, but when pushed far enough, they can use their medical jutsu, which deeply affect the body and chakra system, to deadly effect.
Effect: The user may use Medical jutsu offensively for the same amount of damage.

Notes:
- Modded as an unarmed melee attack.
- This still retains Medical Buffs.
- This can only be used with Medical jutsu that heal.

Purify<i></i> - Independent Special Move (2 points)
By channeling their chakra, a Benevolent person can help rid the body of impurities and tiredness, removing poisons and exhaustion. Their healing touch is said to be able to restore one's fighting spirit.
Effect: Automatically breaks down all Weak and Medium poisons, Gains a +3 poison resistance reroll to get rid of Strong Poisons. Also sobers up drunk people and cures other minor ailments like headaches, muscle cramps, etc. Also lowers their exhaustion by 50%. Costs 1.5AP and exhausts the user by 20%. Can only be used on others.


Calming Touch<i></i> - Independent Special Move (2 points)
Restriction: C Rank and Up
Many benevolent people can easily calm down frightened or enraged victims or enemies with merely a soothing touch, immediately calming them and restoring peace.
Effect: Calms people down with a gentle touch (1AP, melee accuracy), removing all fear or enrage effects and rerolling will genjutsu at +2 Save. If used on an opponent this leaves them confused for one round (treated as fear), giving them -2 Genjutsu Save for the rest of the battle and 10% chance to auto fail their actions. Opponents can resist, treating it as a Will Genjutsu.


Life Switch<i></i> - Independent Special Move (2 Points)
Restrictions: C Rank and Up
Empathy made real, using this technique a benevolent person literally takes on another’s pain in order to heal them. When in danger, this can be used against an enemy for the opposite effect.
Effect: Exchanges the user’s HP with an ally’s. When below 20% HP, this can be used on an enemy to average their HP with the user's (the target and user's HP are added together, then divided between the two of them), though it cannot drop the target's HP below 20% and cannot raise the user’s HP above their max HP. This is treated as a level 5 genjutsu when used this way. Same effect as if used on an enemy if this is used on an ally with higher HP. Costs 2.5AP and exhausts the user by 40%.

Cure Spell<i></i> - Dependent Special Move (3 points)
Restriction- C Rank and up
The Benevolent is largely concerned with how well their team functions not due to a desire to win, but rather out of one to protect others. This enables them to heal several people at once.
Effect: The user can target up to three people with their Medical jutsu at 2x the cost. Can also be used on a single ally to heal 2x as much damage, or two allies to heal at 1.25x effectiveness. This move is not affected by any medical buffs, and cannot be used with medical jutsu that heal for a percentage of max HP. Can only be used once ever other round. Adds 10 exhaustion to user.


Divine Mind<i></i> - Boost (1 point)
Restriction- Can be purchased up to three times
Mind over body, chakra over matter, and divinity over mortality. Benevolent fighters need to possess more fortitude than their fellows, in order to better aid them.
Effect: +2 to HP modifier.

Healing Aura<i></i> - Passive (2 points)
A Benevolent soothes and calms just by their very presence, all healing attempts strengthened in their wake. This peaceful aura is said to feel like a cool breeze while active.
Effect: All medical jutsu used while a Benevolent is present are increased in effectiveness by 10%. This does not apply to Negative Energy.


Prevention<i></i> - Independent Special Move (3 points)
There is nothing so precious to a Benevolent as their beloved allies and friends. If they are hurting, the Benevolent will tend to them, and quickly, before they fall within the heat of battle.
Effect: Can heal allies below 10% max HP to 15% max HP as a free action for 3000 chakra. Can only be used on each ally once per battle, and may not be used if the ally is KO'd or Dead.


Patience<i></i> - Independent Special Move (2 points)
The Benevolent would rather sacrifice themselves than allow one of their team to fall in battle. Their own status is immaterial, so long as they are still able to protect their friends.
Effect: The user loans up to 10% of their max HP to an ally. Can only be used once per ally per battle.

Sacred Guard<i></i> - Passive (3 points)
Something about a healer makes the forces of nature slightly less inclined to hurt them. This can often work in the Benevolent's favor, especially with their tendency to sacrifice their own health for their friends'.
Effect: The user takes 10% less damage from all elemental attacks.


Genesis<i></i> - Jutsu (1 point, 1 to rank up)
Restrictions: A-Rank and Up
The ultimate healing jutsu, this technique almost completely restores the target, making them practically good as new, though this is very exhausting for the user of this jutsu.
Rank 1: Heals for 60% max HP and removes all exhaustion, poisons and dodge, accuracy or stat debuffs caused by physical means (called shot, bleeding, etc). All genjutsu level 5 and below are rerolled with a +4 to resist. If used on self, only heals for 40% max HP and does not remove exhaustion.
<U>Rank 2: Heals for 75% max HP and removes all exhaustion, poisons and dodge, accuracy or stat debuffs caused by physical means (called shot, bleeding, etc). All genjutsu level 6 and below are rerolled with a +5 to resist. If used on self, only heals for 50% max HP and does not remove exhaustion.

Cost: 4500 chakra, 4AP, gives user +25 exhaustion.

Notes:
- Damage healed cannot be buffed in any way.
- This may not be used with Negative Energy or any other effects which would make it damage instead of heal.
- A target may only be healed by this jutsu once per battle.
[/fontsize]
 
[ Sanmuji, the Path of Blood ]
dracula_zps90621b9e.jpg

[Height]: 6' 0"
[Weight]: 198 lbs.
[Gender]: Male
[Body Type]: Tall, slender
[Natural Hair Colour]: Auburn
[Natural Eye Colour]: Purple (Rinnegan)
[spoilername="Physical Description"]Onamuji's Path of Blood is a tall, imposing man. Formerly a gladiator in an underground fighting arena, the body is toned and muscular through years of training and abuse. His hair is a bit long with shaggy bangs swept to the sides, and it's facial features are dinstinguishing and darkly handsome. Like a number of other Chigokai, the Path of Blood's canine teeth are pronounced and sharp and his skin is pallid to the point of almost seeming grey.[/spoilername]

[ The Path of Blood ]

High: Ninjutsu Accuracy
Average: Genjutsu Save, Melee Accuracy, Evasion
Low: Genjutsu DC, Ranged Accuracy

[ Abilities ]

[ Chigokai ]
[fontsize="12"]A mysterious clan whose origins are buried deep within the history of Lightning Country, the Chigokai are extremely cursed ninja whose great power carries a heavy cost. Those who are of this clan become very easy to identify as the whites of their eyes will slowly turn to a dark, blood red color over time. This clan specializes in using their own lifeforce, blood, in order to power their attacks. Their talents with blood are amazing, leading to many deaths as people think them evil due to this source of power.


Note: Bloodline Techniques are considered Blood Element

014% Control - Bloodlust Rank 1/ Release Rank 1
028% Control - Crimson Water Rank 1
042% Control - Henomancer's Gift Rank 1
056% Control - Blood Boil Rank 1
070% Control - Bloodlust Rank 2
084% Control - Henomancer's Gift Rank 2
098% Control - Release Rank 2 / Plasma Bomb Rank 1
112% Control - Crimson Water Rank 2 / The Gift Rank 1
126% Control - Bloodlust Rank 3 / Blood Boil Rank 2
140% Control - Henomancer's Gift Rank 3/ The Gift Rank 2
154% Control - Plasma Bomb Rank 2
168% Control - Crimson Water Rank 3 / The Gift Rank 3
182% Control - Release Rank 3 / Plasma Bomb Rank 3
196% Control - Blood Boil Rank 3
210% Control - Destiny Bond Rank 1
224% Control - Liquid Armor Rank 1
238% Control - Destiny Bond Rank 2
252% Control - Blood Break Rank 1
266% Control - Destiny Bond Rank 3 / Liquid Armor Rank 2
280% Control - Liquid Armor Rank 3/ Blood Break Rank 2
294% Control - Blood Break Rank 3

Passives:

Bloodlust - Passive
To a member of the Chigokai clan, blood is the very essence of their powers. This talent is often the very first one they find to show truth of their heritage. The users can hear the blood flowing through the veins of those around them, giving them an edge in combat when finding them.

Rank 1: Grants +1 Accuracy and Dodge in combat
Rank 2: Grants +1.5 Accuracy and Dodge in combat.
Rank 3: Grants +2 Accuracy and Dodge in combat.

---

Release - Passive
It's inevitable that you will get cut, stabbed or shredded through some other means in a fight. Â Most people, upon losing blood, will begin to lose their talents in the art of war. Those of the Chigokai clan instead embrace this fact to the fullest, turning their lessening time in this world into a powerful tool of mayhem.

Rank 1: +1 HP modifier. All Bleeding Damage applied to the Chigokai is reduced by -10%.
Rank 2: +3 HP modifier. All Bleeding Damage applied to the Chigokai is reduced by -20%.
Rank 3: +5 HP modifier. All Bleeding Damage applied to the Chigokai is reduced by -30%.

---

Crimson Water - Passive
The Chigokai possess the ability to bend blood to their will, and as this power grows the become able to enhance this liquid with their chakra to become a dangerous weapon.

Rank 1: May convert Water Jutsu into Blood by paying an additional +10% Chakra Cost.
Rank 2: May convert Water Jutsu into Blood by paying at no additional cost.
Rank 3: May convert Water Jutsu into Blood at no additional cost and all Blood Jutsu cost -5% Chakra.

Notes:
- All Blood Jutsu receive +5% damage per rank.
- The Chigokai automatically has access to the Blood Element.
- All techniques used with this are treated as Blood element.
- At Rank 3, only Blood Element Techniques (Non-converted) receive the -5% Chakra Cost bonus.

---

Henomancer's Gift - Independent Special Move
Perhaps the most versatile ability of the Chigokai is to mold their own blood into a weapon, reinforcing it with chakra to harden it into a cursed weapon that absorbs the blood of others.

Rank 1: Creates a weapon out of the user's Blood.
Rank 2: Creates a weapon out of the user's Blood with the Transfusion Augment.
Rank 3: Creates a weapon out of the user's Blood with the Transfusion Augment and 1 augment of the user's choice that is in their inventory.

Special Action: If the user has been caused bleeding by any means, then this technique may be used reactionary after that.

Cost: 100 Hp/Cp to initiate and 1 Ap; 100 Hp/Cp Per Round to Maintain

Notes:
- Henomancer's Gift receives bonuses and buffs from Physical and Blood/Ninjutsu type buffs.
- This technique is dispelled upon a successful Disarm or Unequip
- May only activate once at a time.
- Transfusion: Heals the user for 10% of the damage dealt by this Weapon. Every time the user causes Bleeding, the user has an equal chance to lower their own Bleeding rank, this effect is optional.
- If the user has the Quick Draw ability, this may be used at .5Ap worth of time.
- Weapon modifiers and types must be chosen according to the Weapon Creation Rules.

---

Blood Boil - Blood Jutsu
The Chigokai have supreme control over blood of all kinds, including that of their opponents. This technique causes the blood within the targets veins to begin to heat up and bring on discomfort of all sorts to their opponent. Their own blood is the catalyst, sent flying to their foe through chakra.

Rank 1: Corrosive blood causes 475 damage per round and reduces Accuracy by -1 for two rounds.
Rank 2: Corrosive blood causes 840 damage per round and reduces Accuracy by -1.5 and dodge by -1 for two rounds.
Rank 3: Corrosive blood causes 1340 damage per round and reduces Accuracy and dodge by -2 for two rounds.

Cost:
Rank 1: 1.5 Ap, 175 Cp and 90 Hp to initiate, 85 cp and 40 Hp per round maintained.
Rank 2: 2 Ap, 315 Cp and 160 to initiate, 150 cp and 75 Hp per round maintained.
Rank 3: 2 Ap, 495 Cp and 245 to initiate, 235 cp and 115 Hp per round maintained.

Notes:
- Does not Stack on a target.
- Lasts two rounds.

---

Plasma Bomb - Blood Jutsu
By forming an orb of their own blood, the clan member may launch it at their opponent, dealing effective area damage at the cost of their own health. This attack is powerful, but lacking in accuracy.

Rank 1: Covers 15x15 foot area with blood. Initial explosion deals 1090 damage at -1 Accuracy. Target takes 220 damage a round for three rounds.
Rank 2: Covers 20x20 foot area with blood. Initial explosion deals 1350 damage at -.5 Accuracy. Target takes 270 damage a round for three rounds.
Rank 3: Covers 25x25 foot area with blood. Initial explosion deals 1780 damage. Target takes 355 damage a round for three rounds.

Costs:
Rank 1: 2 Ap; 290 CP and 145 Hp to initiate. 145 CP/rnd.
Rank 2: 2 Ap; 360 CP and 180 Hp to initiate. 180 CP/rnd.
Rank 3: 2 Ap; 470 CP and 235 Hp to initiate. 235 CP/rnd.

Notes:
- Does not Stack
- This Jutsu may Automatically target two separate targets.

---

The Gift - Blood Jutsu
Oftentimes it's not a good idea to be on the receiving end of a sword. If you find that you're mortally wounded from the bloodloss you've been given then perhaps you would like to put the curse on another. This technique can be devastating.

Rank 1: The user strikes their target, transferring one rank of bleeding from themselves to the target.
Rank 2: The user strikes their target at +.5 Accuracy, transferring two ranks of bleeding from themselves to the target.
Rank 3: The user strikes their target at +1 Accuracy, transferring three ranks of bleeding from themselves to the target.

Costs:
Rank 1: 2 AP, 250 Cp and 125 Hp to initiate.
Rank 2: 2 AP, 320 Cp and 160 Hp to initiate.
Rank 3: 2 Ap, 380 Cp and 190 Hp to initiate.

Notes:
- User must be Bleeding in order to perform this technique.

---

Destiny Bond - Clan Jutsu
By sharing blood with an ally, the user of the bond of destiny can extend life itself for a friend in need. This technique has been long sought after for it's unique ability in a fight to save the life of a friend. It can have disastrous consequences, however. By sharing the bond, you may end up causing your own death.

Rank 1: User takes 20% of all damage dealt to the bonded ally. Ally receives 20% less damage from all sources.
Rank 2: User takes 35% of all damage dealt to the bonded ally. Ally receives 35% less damage from all sources.
Rank 3: User takes 50% of all damage dealt to the bonded ally. Ally receives 50% less damage from all sources.

Costs:
Rank 1: 2 Ap, 300 Cp and Hp to initiate, 140 Cp/Hp/Rnd.
Rank 2: 2 Ap, 450 Cp and Hp to initiate, 215 Cp/Hp/Rnd.
Rank 3: 2 Ap, 650 Cp and Hp to initiate, 310 Cp/Hp/Rnd.

Notes:
- Damage taken by user is not able to be debuffed in any way, and is taken before the ally's damage reduction.
- If the bonded ally is knocked out while still bonded, the user of this jutsu loses 50% of their remaining HP from the shock.

---

Liquid Armor - Defensive Jutsu
The members of the Chigokai are able to use their very blood as a method of defense. This technique secretes blood from their pores to surround their body. While it allows for amazing reduction in the damage taken, it can have horrible penalties.

Rank 1: Armor reduces all forms of physical damage by 10%. User takes 10% more bleed damage per round.
Rank 2: Armor reduces all forms of physical damage by 15%. User takes 8% more bleed damage per round.
Rank 3: Armor reduces all forms of physical damage by 20%. User takes 5% more bleed damage per round.

Costs:
Rank 1: 2.5 Ap, 535 Cp and 265 Hp to initiate. 250 Cp and 125 Hp per Round.
Rank 2: 2.5 Ap, 665 Cp and 335 Hp to initiate. 320 Cp and 160 Hp per Round.
Rank 3: 2.5 Ap, 800 Cp and 400 Hp to initiate. 380 Cp and 190 Hp per Round.

Notes:
- This technique is considered a Chakra Armor.

---

Blood Break - Blood Ninjutsu
The most brutal technique of the Chigokai, one that involves both restraining and stealing the lifeforce of a target. This skill directly manipulates the blood within someone, forcefully locking their body in place while simultaneously extracting their blood out of their body through skin and wounds. The blood violently pulled out of the victim of this technique is absorbed by the user, replenishing their own life by draining others.

Rank 1: Manipulates the blood of a target at -2 Accuracy, binding their body in place. Each round the target is effected they lose 1540 Hp and have a 28% chance to have their bleeding increased by +1 rank.
Rank 2: Manipulates the blood of a target at -1 Accuracy, binding their body in place. Each round the target is effected they lose 1930 Hp and have a 36% chance to have their bleeding increased by +1 rank.
Rank 3: Manipulates the blood of a target, binding their body in place. Each round the target is effected they lose 2310 Hp and have a 44% chance to have their bleeding increased by +1 rank.

Costs:
Rank 1: 3 Ap, 1760 Cp, 880 Cp/Rnd
Rank 2: 3 Ap, 2025 Cp, 1010 Cp/Rnd
Rank 3: 3 Ap, 2290 Cp, 1150 Cp/Rnd

Notes:
- Once this jutsu is dispelled, the target cannot be effected by it for a full round.
- Lasts up to three rounds, and requires a Ninjutsu check at the start of each round.
- When bound, the victim cannot perform any action.
- For every 2.5 Ap spent the target has a 15% chance of escaping.
- This bind is broken if the victim takes damage, or the user attacks the victim. (They have a -3 Dodge penalty to the attack aimed at them though)
- If the user takes more than 10% of their Max Hp in damage during a round, the bind is dispersed.
- If the user uses more than 10% of their Max Cp during a round, the bind is dispersed.
- The user regains half of all damage done to the victim that is caused by this Jutsu.
- In addition, the user gains Hp equal to half of the target's bleeding damage.[/fontsize]
 
[ Jimuji, the Path of Earth ]


[Height]: 5' 8"
[Weight]: 132 lbs.
[Gender]: Male
[Body Type]: Average
[Natural Hair Colour]: Auburn
[Natural Eye Colour]: Purple (Rinnegan)
[spoilername="Physical Description"]Onamuji's Path of Earth is an average-sized man, likely no more than a teenager. He has very short, messy hair and wears black paint under his eyes - a trick of the desert bandit trade to keep the glare of the sun out of his eyes. His robes have been tailored to match Muji's own style a bit more, black and sagely, but remain bulkier and flowing, with a large sash across his torso that holds a container of Sunan sand within. Around the lid of the container is a ring of magatama similar to Muji's tattoo.[/spoilername]

[ The Path of Earth ]

High: Ninjutsu Accuracy
Average: Genjutsu Save, Melee Accuracy, Evasion
Low: Genjutsu DC, Ranged Accuracy

[ Abilities ]
-

[ Sunaku ]
[fontsize="12"]Originating from the Sand Village, these shinobi have an unnatural affinity to their native element, Sand. It is said that these individuals have grains of sand flowing through their veins, giving them their manipulative mastery over the minerals that allows them to shape and control sand of all types to whatever method of attack they can imagine at a single thought. To a Sunaku with sand, anything is possible whether it be from conjuring up weapons made from hardened minerals, or producing vast waves of Sand. With training, the Sunaku have been known to even grown beyond the use of common sand, and move on to heavier, stronger minerals such as crushed metals for far more dangerous attacks.

Note: All Sunaku Techniques are considered Sand Element.

014% Control - Sand Mastery (Rank 1)/Sand Manipulation (Rank 1)
028% Control - Protection of the Sands (Rank 1)
042% Control - Blood Diamonds (Rank 1)
056% Control - Desert Nimbus (Rank 1)
070% Control - Sand Mastery (Rank 2)
084% Control - Blood Diamonds (Rank 2)
098% Control - Sand Manipulation (Rank 2)/Sand Streams (Rank 1)
112% Control - Protection of the Sands (Rank 2)/Sand Mist (Rank 1)
126% Control - Sand Mastery (Rank 3)/Desert Nimbus (Rank 2)
140% Control - Sand Manipulation (Rank 3)/Sand Mist (Rank 2)
154% Control - Sand Streams (Rank 2)
168% Control - Protection of the Sands (Rank 3)/Sand Mist (Rank 3)
182% Control - Blood Diamonds (Rank 3)/Sand Streams (Rank 3)
196% Control - Desert Nimbus (Rank 3)
210% Control - Shield of Sand (Rank 1)
224% Control - Iron Sand (Rank 1)
238% Control - Shield of Sand (Rank 2)
252% Control - Sand Beast (Rank 1)
266% Control - Shield of Sand (Rank 3)/Iron Sand (Rank 2)
280% Control - Iron Sand (Rank 3)/Sand Beast (Rank 2)
294% Control - Sand Beast (Rank 3)

---

Sand Mastery - Passive</U><i></i>
Born attuned to sand, the Sunaku have long been able to manipulate sand with mere thoughts and shape it to their will. The Sunaku's natural affinity brings forth the true strength of sand due to their control, controlling it subconsciously as they act as the artist in a broad range of fluid combinations with sand.

Rank 1: +5% Sand damage
Rank 2: +10% Sand damage
Rank 3: +15% Sand Damage

---

Sand Manipulation - Passive
"With sand, anything is possible." This is a quote of the Sunaku that perfectly describes their adept control over this element. Their affinity shows perhaps the greatest control seen throughout the land when it comes to manipulation, for the sunaku can use sand to create any image they vision within their mind, whether it be a complex jutsu, or even a small weapon. Nothing is beyond their capability to create, and so long as their is ground around the Sunaku, they will never be without their natural element.

Rank 1: May convert Earth and Wind Jutsu into Sand by paying an additional 20% Chakra Cost.
Rank 2: May convert Earth and Wind Jutsu into Sand by paying an additional 10% Chakra Cost.
Rank 3: May convert Earth and Wind Jutsu into Sand at no extra cost.

Notes:
- Sand Jutsu require no handseals.
- The Sunaku automatically has access to the Sand element.
- All techniques used with this are treated as Sand element.

---

<U>Protection of the Sands - Passive<i></i>
A unique ability to the Sunaku, their control over sand is so perfect that they need little more than a thought to control even the most difficult of sand techniques. At some point during the Sunaku's life, their skill becomes so great that they do not even need to think about protecting themselves, their subconsciousness protecting them even without the users intentions.

Rank 1: Sand has a 40% chance to reduce an oncoming attack by 10% damage.
Rank 2: Sand has a 50% chance to reduce an oncoming attack by 15% damage.
Rank 3: Sand has a 60% chance to reduce an oncoming attack by 20% damage.

---

Blood Diamonds - Passive<i></i>
Sunaku is their skill, and sand is their weapon. All shinobi keep their weapons in tip top shape as to keep their lethality at their peak, so to do the Sunaku. Naturally when manipulating their sands, the Sunaku add only the sharpest minerals from deep within the ground into their sand. These minerals allow their sand techniques to rip the flesh off the unfortunate victims that find themselves lost amid the onslaught of a Sunaku's fury.

Rank 1: Jutsu Levels 1-4 can cause bleeding rank 1-2
Rank 2: Jutsu Levels 1-6 can cause bleeding ranks 1-3
Rank 3: Jutsu Levels 1-8 can cause bleeding ranks 1-4

Notes:
- Works only with bloodline jutsu and sand jutsu

---

Desert Nimbus - Levitating Sand Cloud<i></i>
Using their basic control over sand, the Sunaku have found that by condensing the surface pressure of sand with chakra, they are able to reinforce the multitude of grains to become solid enough to stand upon, even when above the surface of the ground. With training, the Sunaku are able to levitate upon sand, whether it be in the form of a floating platform, or a grainy cloud. Though this allows them to levitate off the ground with sand, this technique is slow moving. While this provides a natural protection against close range combat, long range fighters can easily pick off the slow moving Sunaku levitating off from the ground.

Rank 1: User gains +1 melee dodge, -2 Ninjutsu/Ranged dodge. +3% chance of activating Protection of the Sands.
Rank 2: User gains +1.5 melee dodge, -1.5 Ninjutsu/Ranged dodge. +6% chance of activating Protection of the Sands.
Rank 3: User gains +2 melee dodge, -1 Ninjutsu/Ranged dodge. +9% chance of activating Protection of the Sands.

Costs:
Rank 1: 360 CP/rnd, 1.5 AP
Rank 2: 450 CP/rnd, 1.5 AP
Rank 3: 540 CP/rnd, 1.5 AP

---

Sand Streams - Attacking Sand Jutsu<i></i>
Though the sunaku are capable of forming their techniques into intricate designs and methods of attacks, perhaps their most used ability shows little or none of the flair they are capable of. Using these streams of sand, the Sunaku simply wills the sand around them to shoot forwards and and smash into their target, without the Sunaku's slightest motion. By simply standing still, the Sunaku can control the sand to strike their targets in any manner, each attack seeming to lead into the next and making this ability difficult to escape.

Rank 1: Creates three streams of sand which each deal 310 damage at +1 Accuracy.
Rank 2: Creates four streams of sand which each deal 410 damage at +1 Accuracy.
Rank 3: Creates five streams of sand which each deal 410 damage at +1 Accuracy.

Costs:
Rank 1: 310 CP, 2.0 AP
Rank 2: 560 CP, 2.0 AP
Rank 3: 675 CP, 2.0 AP

Notes:
- For each miss, the remaining hits gain +.5 Accuracy. For each hit, the remaining attacks have a +5% chance of suppression. Both stack, however this only lasts for the remainder of this attack.

---

Sand Mist - Sand AoE Debuff<i></i>
Sometimes, the best offense is a great defense. In this case, the best defense is the one where no one can be seen. The Sunaku are able to create a “mist” of sand by kicked up debris, rising off the ground in a sandy haze. The sand not only obscures vision, but it enters the body of the shinobi with each breath, causing an inflammatory sensation with each breath as miniature sand crystals cut the throat.

Rank 1: Creates a 19x19 Sand Mist that raises exhaustion by one level and gives -2 accuracy to all within. A Ninjutsu check must be made each round within, and if failed, any within take 430 damage from inhaling sand shards.
in mist.
Rank 2: Creates a 22x22 Sand Mist that raises exhaustion by one level and gives -2.5 accuracy to all within. A Ninjutsu check must be made each round within, and if failed, any within take 540 damage from inhaling sand shards.
Rank 3: Creates a 25x25 Sand Mist that raises exhaustion by two levels and gives -3 accuracy to all within. A Ninjutsu check must be made each round within, and if failed, any within take 650 damage from inhaling sand shards.

Costs:
Rank 1: 470 CP, 2.0 AP
Rank 2: 600 CP, 2.0 AP
Rank 3: 710 CP, 2.0 AP

Notes:
- Lasts three rounds.

---

Shield of Sand - Sand Barrier<i></i>
Though they are always unconsciously protecting themselves through the use of sand, that doesn't mean that alittle improvement wouldn't hurt. This technique is performed by the Sunaku by manipulating sand to surround the user in a protective sphere, condensing the density of the dome with chakra to resist techniques. Though this prevents the Sunaku from moving, this Sand provides excellent cover that can prove quiet a challenge to break through, should an attack find its way past their initial defense.

Rank 1: Creates a sphere of sand that blocks 1700 damage.
Rank 2: Creates a sphere of sand that blocks 2130 damage.
Rank 3: Creates a sphere of sand that blocks 2560 damage.

Costs:
Rank 1: 2.5 AP, 650 Cp to initiate. 310 Cp per round.
Rank 2: 2.5 AP, 810 CP to initiate. 390 Cp per round.
Rank 3: 2.5 Ap, 980 Cp to initiate. 475 Cp per round.

Notes:
- While active, the protection of the sands has a +10% chance of activating.
- The amount of damage Blocked can be increased by all Sand Buffs.
- Regenerates at the start of each round unless destroyed.

---

Iron Sand - Activated Passive<i></i>
Over time, the Sunaku's control over sand begins to expand with the deepening of their affinity. At some point in their life, they begin to substitute finely crushed minerals in place of sand, grinding the hardest metals they can find into flakes of powder. Sunaku are able to manipulate this Iron Sand just as they could normal sand, though this heavier metal is a bit more difficult to control, though gives all their techniques significantly more strength.

Rank 1: The user may choose to use "Iron Sand" for their Sand Ninjutsu. Iron Sand Jutsu may inflict any bleeding levels 1-5, and they gain +5% damage, but lose -2 accuracy due to the added weight.
Rank 2: The user may choose to use "Iron Sand" for their Sand Ninjutsu. Iron Sand Jutsu may inflict any level of bleeding, and they gain +5% damage, but lose -1.5 accuracy due to the added weight.
Rank 3: The user may choose to use "Iron Sand" for their Sand Ninjutsu. Iron Sand Jutsu may inflict any level of bleeding with a +5% chance of bleeding, and they gain +10% damage, but lose -1 accuracy due to the added weight.

Cost: All sand jutsu using Iron Sand cost +25% Cp, including any Maintain costs.

Notes:
- This ability may only apply to Sand Ninjutsu. For any Sand binds/barriers, this increases Hp rather than damage.
- This costs no Ap, the user must simply state that they are using this technique with their Sand Ninjutsu.

---

Sand Beast - Sand Shape-shifting Jutsu<i></i>
The ultimate technique of the Sunaku Clan, this ability fully shows just how deep the Sunaku's connection to sand extends. By gathering the surrounding sand around them into a nearly impenetrable dome, the sunaku are able to mold their sand into behemoth-like shape surrounding the user as if a large suit of armor. Fully able to control the this form with their mental link to sand, the Sunaku essentially become a living terror of Sand, standing nearly 20 feet high. However, this form does require the user to remain motionless for a short period of time before their bodies are fully synced with their new form, yet when they emerge, they are a brute force to be reckoned with.

Rank 1: When used, the user is protected by Shield of Sand for one full round during which they have -3 Dodge. After which, the user's melee attacks deal 700 Damage at +1 Accuracy. Protection of the Sands gains +2% Chance of Activating.
Rank 2: When used, the user is protected by Shield of Sand for one full round during which they have an additional -2.5 Dodge. After which, the user's melee attacks deal 800 Damage at +1 Accuracy. All damage taken is reduced by 5%. Protection of the Sands gains +4% Chance of Activating.
Rank 3: When used, the user is protected by Shield of Sand for one full round during which they have an additional -2 Dodge. After which, the user's melee attacks deal 900 Damage at +1 Accuracy. All damage taken is reduced by 10%. Protection of the Sands gains +6% Chance of Activating.

Costs:
Rank 1: 3.0 AP and 2200 Cp to initiate, 1100 Cp/Rnd
Rank 2: 3.0 AP and 2750 Cp to initiate, 1375 Cp/Rnd
Rank 3: 3.0 AP and 3300 Cp to initiate, 1650 Cp/Rnd

Notes:
- When used, Shield of Sand is immediately activated, and all damage done to it is reduced by 20%. User Cannot make any other Action for a full round.
- Can only use Basic Melee Attacks and Sand Ninjutsu in this form, and the user has -3 Dodge at all ranks.
- All basic melee attacks used in this form take 1 Ap to perform.
- Melee attack damage receives both Sand Buffs, and unarmed Damage buffs.
- This counts as a Chakra Armor.[/fontsize]
 
[ Gomuji, the Path of Heaven ]
dean_winchester_by_cocainejia-d4e7rq7.jpg

[Height]: 5' 9"
[Weight]: 156 lbs.
[Gender]: Male
[Body Type]: Muscular, athletic.
[Natural Hair Colour]: Auburn
[Natural Eye Colour]: Purple (Rinnegan)

[spoilername="Physical Description]Onamuji's Path of Heaven is average in size, with a muscular frame. He has short hair and wears white underclothing with a long, open version of Muji's robe. Along his frame, he carries a few sacred knives and relics, tools of the demon-hunting trade.[/spoilername]

[b][ The Path of Heaven ][/b]

[b]High:[/b] Ninjutsu Accuracy
[b]Average:[/b] Genjutsu Save, Melee Accuracy, Evasion
[b]Low:[/b] Genjutsu DC, Ranged Accuracy

[b][ Abilities ][/b]
[spoiler]-[/spoiler]

[b][ Tsuchimikado ][/b]
[spoiler][fontsize="12"]The legendary spirit fighters combine their knowledge of the 5 elementals (Earth, Fire, Water, Wood, Metal) to fend off evil and angelic spirits that wreak havoc on the shinobi world. The Tsuchimikado specialize in the metal elemental, utilizing it to its full potential so they can harness their chakra to destroy the evil in the world.

Note: All Tsuchimikado techniques and buffs are classified as Light.

014% Control - One with the Universe (Rank 1)/Steel Curtain (Rank 1)
028% Control - Sanryoukyougan (Rank 1)
042% Control - Iron Will (Rank 1)
056% Control - Kaneton Tags: Alloyed Fangs (Rank 1)
070% Control - One with the Universe (Rank 2)
084% Control - Iron Will (Rank 2)
098% Control - Steel Curtain (Rank 2)/Tsuihouton Tag: Exorcism (Rank 1)
112% Control - Sanryoukyougan (Rank 2)/Kaneton Tag: Iron Coffin (Rank 1)
126% Control - One with the Universe (Rank 3)/Kaneton Tag: Alloyed Fangs (Rank 2)
140% Control - Iron Will (Rank 3)/Kaneton Tag: Iron Coffin (Rank 2)
154% Control - Tsuihouton Tag: Exorcism (Rank 2)
168% Control - Sanryoukyougan (Rank 3)/Kaneton Tag: Iron Coffin (Rank 3)
182% Control - Steel Curtain (Rank 3)/Tsuihouton Tag: Exorcism (Rank 3)
196% Control - Kaneton Tag: Â Alloyed Fangs (Rank 3)
210% Control - Titanium Body (Rank 1)
224% Control - Tenmeiton Tag: Yin-Yang Barrier (Rank 1)
238% Control - Titanium Body (Rank 2)
252% Control - Judgment Gate (Rank 1)
266% Control - Titanium Body (Rank 3)/Tenmeiton Tag: Yin-Yang Barrier (Rank 2)
280% Control - Tenmeiton Tag: Yin-Yang Barrier (Rank 3)/Judgment Gate (Rank 2)
294% Control - Judgment Gate (Rank 3)

---

One with the Universe - Passive</U><i></i>
A Tsuchimikado Clansman were born with a natural awareness of the physical and spiritual world, allowing them to conjure spells at a better price for their chakra.

Rank 1: Ninjutsu and Genjutsu have a 5% CP reduction.
Rank 2: Ninjutsu and Genjutsu have a 10% CP reduction
Rank 3: Ninjutsu and Genjutsu have a 15% CP reduction

---

Steel Curtain - Passive<i></i>
Granted the power to manipulate metal, the Tsuchimikado clan have developed a minor immunity to the effects of metal to include shurikens and the blade of a sword.

Rank 1: The user takes -5% Damage from Taijutsu Attacks. All Ninjutsu Techniques against the user deal +10% Damage.
Rank 2: The user takes -10% Damage taken from Taijutsu Attacks. All Ninjutsu Techniques against the user deal +10% Damage
Rank 3: The user takes -10% Damage taken from Taijutsu Attacks. All Ninjutsu Techniques against the user deal +5% Damage.

Notes:
- This is considered damage reductions.
- Additional Damage does not exceed the cap limits.
- IE: At Rank 1, a Ninjutsu with a +20% Buff is treated as a +30% Buff.

---

Sanryoukyougan (Prism Eyes) - Activated Passive<i></i>
Crystal eyes are inherited by the Onmyouji, granting them abilities against Spirits and Evil that far surpasses a normal human being. Along with granting them protection from illusions, the Sanryoukyougan also makes attacks and defense against Spiritual and Evil types easier, as well as show their weak point.

Rank 1: +1 Gen Save/Gen DC. Bypasses up to 5% Damage reduction from Spiritual or Evil targets.
Rank 2: +1 Gen Save/Gen DC, +1 Critical to Melee Taijutsu Attacks. Bypasses up to 10% Damage reduction from Spiritual or Evil targets.
Rank 3: +2 Gen Save/Gen DC, +1 Critical to Melee Taijutsu Attacks. Bypasses up to 15% Damage reduction from Spiritual or Evil targets.

Costs:
Rank 1: 0.5 AP; 300 Cp to initiate, 140 Cp/Rnd to maintain
Rank 2: 0.5 AP; 600 Cp to initiate, 260 Cp/Rnd to maintain
Rank 3: 0.5 AP; 1,000 Cp to initiate, 400 Cp/Rnd to maintain

Notes:
- Must be activated

---

Iron Will - Passive
The Tsuchimikado are a people with a unique affinity to an uncommon and rare element; Metal. Their affinity allows them condense the minerals within the ground into a hardened, metallic form with increased strength and power, and is often cast through the use of special Onmyoudo Tags created from their chakra that can be used in place of handseals.

Rank 1: May convert Earth and Non-Elemental Jutsu into Metal by paying an additional 20% Chakra Cost.
Rank 2: May convert Earth and Non-Elemental Jutsu into Metal by paying an additional 10% Chakra Cost.
Rank 3: May convert Earth and Non-Elemental Jutsu into Metal at no extra cost.

Notes:
- Metal Jutsu gain +5% Damage per rank.
- The Tsuchimikado automatically has access to the Metal element.
- All techniques used with this are treated as Metal element.

---

<U>Kaneton Tag: Alloyed Fangs - Metal Ninjutsu<i></i>
Utilizing the the Onmyoudo Tags that they create, a series of metal fangs appear from the ground. The fangs' serrated edges tear instead of cleave the target. The Alloyed Fangs remain on the field. It is rumored that the Alloyed Fangs may be utilized while someone is entrapped in a metallic prison.

Rank 1: 5 metal spikes deal 120 damage each.
Rank 2: 5 metal spikes deal 280 damage each.
Rank 3: 5 metal spikes deal 440 damage each.

Costs:
Rank 1: 1.5 AP; 200 CP
Rank 2: 2 AP; 470 CP
Rank 3: 2 AP; 740 CP

Notes:
- If used in conjunction with Iron Coffin, This bypasses the Coffin's Hp, but destroys the Coffin in the process.

---

Tsuihouton Tag: Exorcism - Metal Ninjutsu<i></i>
Throughout history, the Tsuchimikado Clan were utilized to ward away evil beings and vengeful spirits. During their occupation and travels, the Clan learned how to banish evil beings and spiritual apparitions through the use of exorcism and special sealing tags.

Rank 1: Sealing tag deals 1040 initial damage, and 600 damage per round. 10% chance to revert to original form per round.
Rank 2: Sealing tag deals 1300 initial damage, and 740 damage per round. 15% chance to revert to original form per round.
Rank 3: Sealing tag deals 1560 initial damage, and 900 damage per round. 20% chance to revert to original form per round.

Special Action: Exorcism can be used reactionary to counter a Spiritual or Evil Jutsu, Negating damage. This requires a Ninjutsu check between the attacker and the user with a -3 penalty to the user. This lowers by .5 per rank of this jutsu after the first.

Costs:
Rank 1: 2 AP; 420 CP, 200 CP/rnd to maintain
Rank 2: 2 AP; 520 CP, 250 CP/rnd to maintain
Rank 3: 2 AP; 630 CP, 300 CP/rnd to maintain

Notes:
- Does not Stack
- Lasts up to three rounds, requiring a Gen Check each round.
- If the target is Spiritual/Evil in anyway, the user deals +10% Damage and has +1 to all checks of this technique, not including negating jutsu.
- Original Form cancels all activated buff's effecting the target.

---

Kaneton Tag: Iron Coffin - Metal Binding Ninjutsu</I><i></i>
During their travels, the Tsuchimikado had to find a way to ensnare spirits and evil beings, thus the creation of the Iron Coffin. A large metal box surrounds the target after the tag(s) have made contact with the target, bringing airborn targets back down to earth. After the target has been contained, that is when the Onmyouji takes the advantage of sealing the spirit.

Rank 1: Binds one target in a metal prison at -4 Acc. Once bound, the target may use their next 2 AP in action. All other AP afterwards is nulled until next round. Coffin has 2700 HP, regenerating 675 Hp per round.
Rank 2: Binds one target in a metal prison at -3 Acc. Once bound, the target may use their next 1 AP in action. All other AP afterwards is nulled until next round. Coffin has 3300 HP, regenerating 825 Hp per round.
Rank 3: Binds one target in a metal prison at -2 Acc. Once bound, the target may not make further action until next round. Coffin has 4500 Hp, regenerating 1125 Hp per round.

Costs:
Rank 1: 2 AP; 900 CP to initiate, 300 CP/rnd to maintain
Rank 2: 2 AP; 1100 CP to initiate, 550 CP/rnd to maintain
Rank 3: 2.5 AP; 1500 CP to initiate, 700 CP/rnd to maintain

Notes:
- The target bound may make actions freely after the initial round of binding.
- The only way out of the binding is to destroy the binding from either the inside or the outside.
- While bound, Lightning jutsus casted upon coffin deal +5% damage, this does not apply to damage done to the Coffin.
- While bound, Fire jutsus casted upon coffin deal +10% damage both to the victim and the coffin.
- While bound, Exorcism deals +10% damage with +10% chance to revert. This bonus does not apply to damage done to the coffin.

---

Titanium Body - Metal Ninjutsu<i></i>
Able to manipulate the metals within their body, the Onmyouji are able to blend the metals together to cause their body to harden into titanium alloy. Every part of the Onmyouji's body becomes a shiny chrome color and their skin becomes harder than steel. With strength and resistance comes sluggish and inaccurate movement. This form is only used in dire circumstances.

Rank 1: -5% physical damage taken, +5% melee damage dealt, ignores up to 9 feet of knock back per attack.
Rank 2: -10% physical damage taken, +10% melee damage dealt, Ignores up to 12 feet of knockback per action.
Rank 3: -15% physical damage taken, +15% melee damage dealt, ignores up to 15 feet of knockback per action.

Costs:
Rank 1: 2 AP; 600 CP to initiate, 250 CP/rnd to maintain
Rank 2: 2.5 AP; 900 CP to initiate, 400 CP/rnd to maintain
Rank 3: 2.5 AP; 1200 CP to initiate, 550 CP/rnd to maintain

Notes::
- While active, the user suffers a -2 penalty to both Accuracy and Dodge.
- Water jutsu used against the user inflict -1 Dodge for the remainder of the round. Does not stack.
- +15% Lightning/Fire Damage taken.
- After taking damage from Lightning or Fire, deals extra +10% damage of that element for next Unarmed physical action.
- -20% Damage taken from Gravity jutsu. Gravity-based effects are halved.
- This counts as a Chakra Armor.

---

Tenmeiton Tag: Yin-Yang Barrier - Barrier Ninjutsu<i></i>
Many times, the Onmyouji encounters spirits that overwhelm them, thus the necessity for a defense against them came to be. The barrier appears to be a circular pentagram upon the ground, bearing a strange white glow. Due to necessity, three barriers were created in order to help the Onmyouji. By utilizing tags, the Onmyouji creates a barrier around them and their allies to protect them against the three types of attacks. Each barrier blocks a certain type from getting inside the barrier and getting out.

Rank 1: 5x5 area. Barrier has 3500 HP (Regenerates 25% Max HP per round) which blocks against Taijutsu, blocking movement in and out of the barrier, to include underground travel.
Rank 2: 7x7 area. Barrier may block 8 levels worth of Genjutsu (Regenerating 2 levels per round) before dissipating. Â Genjutsu being used from inside the barrier are also blocked/damages barrier.
Rank 3: 10x10 area. Barrier has 6000 HP (Regenerates 25% Max HP per round) which blocks Ninjutsu. Â Ninjutsu being used from inside the barrier are also blocked/damages barrier.

Costs:
Rank 1: 2.5 AP; 1400 CP to initiate, 670 CP/rnd to maintain
Rank 2: 2.5 AP; 2200 CP to initiate, 1040 CP/rnd to maintain
Rank 3: 3 AP; 3000 CP to initiate, 1440 CP/rnd to maintain

Notes:
- Barrier Strength cannot be buffed.
- The type of barrier remains secret, not shown in the battle.
- Rank 2 Barrier has 5% chance to reflect Genjutsu back to caster at -2 Caster's Gen DC. This applies to both sides of the barrier.
- Rank 2 Barrier has 5% chance to deal double effect on user at -2 Caster's Gen DC. This applies to both sides of the barrier.
- Rank 3 Barrier has 5% chance to reflect Ninjutsu back at the caster at -2 Caster's Nin Acc. This applies to both sides of the barrier.
- Rank 3 Barrier has 5% chance to deal double damage on user at -2 Caster's Nin Acc. This applies to both sides of the barrier.

---

Tenmeiton: Judgment Gate - Special Ninjutsu<i></i>
Opening an enormous gate bearing double doors that slowly open up, the Judgment gate appears in three forms. The Molten Rock Gate appears to be quickly rushing lava that envelopes the target only to dry and bind the target. The second is the Final Arc Gate, where an enormous ship is drawn to the target upon a deluge of water, crashing into the target. The final gate is the Pandora's Gate. Pandora's gate is a complete enigma as nobody knows what to expect when the doors of Pandora's Gate are opened.

Rank 1 - <I>Molten Rock Gate: Summons a wave of lava that deals 3200 Lava Damage. Next round, Molten Rock hardens, becoming a binding causing -2 acc/dodge for 2 rounds
Rank 2 - Final Arc Gate: Summons a ship upon a wave of water, the ship crashes into the victim dealing 3230 Wood damage, while the wave further deals 1610 Water Damage. Should both hit, victim takes -3% HP per round for 3 rounds.
Rank 3 - Pandora's Gate:: Random effect.

Costs:
Rank 1: 3 AP; 1650 CP
Rank 2: 3 AP; 2420 CP
Rank 3: 2 AP; 1800 Cp

Notes::
- Debuffs do not stack.
- Molten Rock's debuff ONLY works when hit by it.
- Final Arc's debuff ONLY works when hit by it.
- Pandora's Gate must be rolled between 1 and 40 to determine it's effect. The effect has a 100% chance of success, but cannot be buffed.[/fontsize]
Pandora's Gate Effects said:
[fontsize="12"]Pandora's Gate effects:
1: 1 damage to target
2: 2000 damage to target
3: 1500 damage to everyone on the field
4: 5000 damage to target
5: 4000 damage to everyone on the field
6: 100 damage to caster
7: 500 damage to caster
8: No Effect
9: Refills 10% Target's HP
10: Refills 20% Target's HP
11: Refills 30% Target's HP
12: Refills 40% Target's HP
13: Refills 10% own HP
14: Refills 20% own HP
15: Refills 30% own HP
16: Refills 40% own HP
17: Completely reverts all spiritual/evil to original form.
18: Destroys all barriers
19: No Effect
20: Caster receives -3 Gen Save/DC for 2 rounds
21: Caster receives -3 Acc/Dodge for 2 rounds
22: Target receives -3 Gen Save/DC for 2 rounds
23: Target receives -3 Acc/Dodge for 2 rounds
24: Removes all maintained jutsus
25: Drains 25% of target's HP
26: Drains 25% of target's CP
27: Gives target 25% of caster's HP
28: Gives target 25% of caster's CP (after jutsu cost removed)
29: Target and Caster swap HP
30: Target and Caster swap CP
31: Target is bound for 2 rounds.
32: Caster is bound for 2 rounds.
33: No Effect
34: Jutsus used by target cost an additional +25% AP for 2 rounds
35: Jutsus used by caster cost an additional +25% AP for 2 rounds
36: Target takes +20% to all damage types for 2 rounds
37: Caster takes +20% to all damage types for 2 rounds
38: No Effect
39: 1 damage to everyone on field
40: Everyone on field gets 3 standard clones.[/fontsize][/spoiler]
 
[ Custom RP Jutsu ]


Senjutsu: Spirit Link of the Gods
Name of Jutsu: Senjutsu - Spirit Link to the Gods

CRPJ's Effect: Onamuji, being both Chakra Attuned and a Rikudo Sennin, is master of all sorts of links based on chakra and the spirit. Using his Rinnegan and inherent ability to control his spiritual energy, Onamuji is capable of creating a link between himself and others within a short distance nearby. While bearing traits similar to many of his other techniques - such as Heavenly Subjugation and Energy Transfer, for example - this does not grant Onamuji any control or disruptive ability over his targets. Instead, it allows him to create a spiritual link that allows the transfer of verbal thought through the Rikudo Sennin's spiritual energy. This 'spirit link' allows an almost telepathic channel of communication between Onamuji and his targets. The targets' vision is blurred for a split-second and the image of Onamuji's Rinnegan eyes flashes just as quickly as his spirit link makes contact. After that point, communication through thought projection is possible until the link is broken. This only affects people within the same thread, and can't be used as long-distance communication.

Example RP of how it will be used: It was almost eerie the way Onamuji was staring down the woman as she toiled away, trying to tend her garden. To her, he seemed like just another creep. However, the truth was that her life was in grave danger. This common housewife was apparently the only remaining heir to a raw mineral fortune, whether she knew it or not. Even more tragic, an assassin had been sent by her absentee father's business associate in order to prevent the soon-to-be-rich heiress from being discovered and granted her rightful inheritance. With her dead, it was all his.

Briefly, the woman's vision faded slightly, and she almost swore that she had seen two large pools - purple, and rippling at the surface. Just then, something strange happened. A voice snuck into her head. "There's a man with a poisoned dagger turning the corner as we speak. Count to ten, then duck. Do as I say and you'll live. Hesitate or ignore me, and you die,"</COLOR><i></i> it spoke.

Her thoughts were racing, and the Rikudo Sennin heard them all - or what little there was to hear that constituted recognizable speech patterns, <COLOR color="red">"Wha-...? How-...? What are...? Who...?"

However, despite her obvious confusion, she did as he said...and not a moment too soon. The would-be assassin was stopped in his tracks, unsure of what to do with his supposedly unaware target randomly dropping to the dirt. He didn't have much time to ponder the situation, though, as a barrage of precise senbon pierced his heart, lungs, and throat. Shocked, he convulsed a bit before dropping dead. The woman looked up from the ground, sure it was the long-haired stranger who was responsible, but he was nowhere to be seen.

Reason why it cannot be used in battle: There's no practical battle application. It's just a form of private communication through Muji's ability to affect minds through Rikudo Sennin abilities. ICly, it's a delicate link, and using any other jutsu breaks the link.


Name of Jutsu: Senjutsu - Impure Spirit Restoration

CRPJ's Effect: Onamuji, having the powerful and pure chakra of a Rikudo Sennin, is not only owner of unique chakra but a specialist in manipulating chakra entirely. On rare occasion, when he comes across tainted or damaged chakra, the Rikudo Sennin is able to use both his ability to transfer his chakra into another as well as his ability to siphon chakra out to perform a kind of 'chakra transfusion'. His natural ability to produce and purify his own chakra acts as a sort of purifier for the process, enabling him to absorb the tainted or broken chakra from his target and force pure chakra back into them. This acts to cure sicknesses in the chakra coils, or to force out tainted or dark chakra where it's not wanted, and can only be used on a willing target otherwise the chakra coils will reject the process and no changes will last.

Example RP of how it will be used: The Student was sick, and had been for weeks. It was out of sheer luck that Onamuji had passed by and saw the boy's ailing chakra with his Rinnegan eyes, otherwise it might've never been noticed. Warning the parents and requesting their permission to help, the parents reluctantly agreed only after Muji explained that even if the boy survived, his chakra coils would be so damaged, he would never be able to utilize his chakra as a shinobi. Unwilling to let their son - or his dream - die, the parents assented.

It wasn't a long process, given the child's size and limited chakra reserve, but it took some concentration not to damage the boy even further. Gradually, Muji siphoned out all the chakra from the damaged chakra coils. In its place, he transferred his own chakra in. After a moment or two, the faded chakra coils seemed to get a kickstart, flickering in Muji's vision before firing up as normal. Soon enough, the child's chakra was as powerful as could be expected from a Student, and color began to return to his face. Accepting their thanks, the Rikudo Sennin refused all other offers of gifts or compensation and headed on his way. Curing the ailing world wasn't a job, after all...it was his destiny.

Reason why it cannot be used in battle: There's no practical battle application. It's purely for RP purposes/flavor, as it's used to 'fix' tainted/weakened chakra without any real mechanical change.
 
Onamuji has been declared inactive due to not having an IC post in over a month, and has been removed from the Missing usergroup.

Profile: https://ninpocho.com/viewtopic.php?f=486&t=39200
Training: https://ninpocho.com/viewtopic.php?f=487&t=39201
Dojo: https://ninpocho.com/viewtopic.php?f=488&t=39199
 

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