[ 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)
- -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]
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]
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]
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
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
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
[ 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"]
<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"]
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"]
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"]
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"]
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"]
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"]
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"]
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"]
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]
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"]
<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"]
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"]
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"]
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"]
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"]
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"]
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"]
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"]
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 ]
Sand
Leaf
Cloud
Missing/Rogue
Standard Text: PC
Italicized Text: NPC