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:

Yaku, Kishin

Yaku

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Name: Hyuuga “Yaku” Kishin
Age: 13 (in appearance)
Gender: Male
Sex: Male
Character's Physical Description:
  • Height: 3"10'
(Can vary)
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Kishins true appearance is all but hidden now. What he should look like is similar to Sara Yaku, the kenoichi of Iwagakure, a natural citizen of the Fire Country and Konoha. His face is the only feature that is considered acceptable for modern day exposure. The rest of his body is deformed and almost inhuman in appearance. One of his eyes is completely filled in black, a pupil present but slightly discolored, but gold in appearance. His right eye, appears normal, except for being mostly white with a hint of lavender like his sister.
He is rarely seen in public, and when done he is usually in rather plain clothing of a white t-shirt with long blue undergarments and blue pants with general type of sneakers.
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When on the hunt, Kinshin is covered from head to toe, clad in red and black. The colors are chosen to hide injury and to hide appearances in the dark. His face is covered with a white mask, ever smiling and always watching.
Character's Mental Description:
Unstable at best? Though that depends on the target of his animosity. Injustice is given to his enemies, and justice is given to those he helps, as long as they themselves don’t see him deal it out. Cruel would be putting his malaise lightly. He finds a sense of enjoyment in making his targets suffer. Slow and painful or not at all. He has even been known to heal his victims just to keep the feelings of pain lasting. Though, this tends to stretch beyond his contractual duties.

When not on the hunt, Kinshin is rather quiet and unobtrusive for the most part. He just doesn’t have the know how to interact properly with people. And when he tries, and he does try, he is usually met with disdain or fear. Those that get to know him keep him at a distance, and those that don’t; won’t notice him. “The Red Jackal”, or his other name, “The Jackal of the Shadows”, tends to stick to the fringes of society.

History:
If Sara Yaku is the heads part of a coin, Kishin would be her tails. They are identical in every way opposite. She was shown love and care, he was shown hate and brutality. The main difference he sees between himself and his sister is the knowing of the secret of their past.
It was early morning, one that to anyone else would be similar to most others. It was slightly cloudy in the village of Iwagakure, not enough to hide the sun throughout, but enough to allow for a decent amount of shade from the sun. It would have been good lazing about weather i a few hours, as the night was a little chilly. Their was a slight pickup in the wind, to provide a nice relief when walking about later on in the day when it was warmer. The village was still in the stages of opening up, most still asleep except those with shops in the main corridors of the village. It would be easy for anyone to tell that the day was going to be a great one throughout. The hospital was mostly empty, it having been a slow evening. It was a peaceful morning.

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

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

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

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



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

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

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

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

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

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

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

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

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

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

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

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



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

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

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

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

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

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

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

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

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



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

What was missing from recorded account was of course Kishin, the identical twin and brother to Sara. While unconscious from the pain, a second child was birthed, one that was kept hidden from all..

After the onslaught laid by Sian, Sara was unable to be re-obtained by 'The Yamanaka'. The Yamanaka is the most notorious clan in all the hidden villages. On the outside, the appearance of the clan seems peaceful, flower shops adorned with color and their hospitality unequaled. These flower shops though are just fronts for the clan, used as methods of smuggling goods from one country to another, hidden exchanges represented by colorful center pieces. Their flower stalls may look innocent, but this clan has dark ties. The leaders of this section were highly known for their trades of weapons in the black markets of the world. Weapons of great power and ancient ties, though, this was but a small sum of what they did. The trading of specialized weapons was the surface, but to those deeper within the underground, those of a higher caliber, they were known for something of greater value. Human trafficking was one of their more prized asset collections. And even here, it was deeper. Their trades focused more on selective crowds. Those that sough power, power that only came to a few, a very select few. The people that they trafficked were those from established Blood Lines and of unique abilities (Kinjutsu). A slave mercenary that knew shadow jutsu, a female baby machine that pumped out those of the Kuguya clan, the eyes of a Hyuuga…

This is where Kishin was. Though…proof always was a greater provider. That is where Kishin lucked in. Manifesting the famed Byukugan fetched greater sums then just showing a kid that might have it. So the group had to raise Kishin. But, they also decided it might be just as good to train him to be muscle. A Hyuuga eyes, they were valuable. But to have an actual Hyuuga body guard, well both were easy trades, and both fetched a hefty sum. But advertising him as two for one, well that was just golden.
His training was cruel. His fostering inhuman. The things he was forced to witness, to be subjected to, to perform himself.. unspeakable. Falling in line was easier then fighting against it. A lesson he learned harshly and quickly enough. Kishin was a true prize, one worthy to the syndicate. But, all good things must come to an end.

The sun shown down on the ivory colored grass. The sky was bluer then the waters of the ocean, the clouds whiter then salt. The air smelled of lavender and wild flowers. It could have been a perfect day to most. Kishin stood, holding the trunk of a tree, huffing and puffing, blood spilling from his eyebrow. Ahead of him, the shinobi academy of Iwagakure. Kishin watched as a group were training on the fields, some tossing kunai, others practicing hand to hand combat, some playing ANBU. It almost seemed like a dream world to him. A girl lurked nearby, hiding behind a tree, watching for her attacker. Kishin, was spell bound. Her lightish blue white hair, almost lavender in color, the flow of her dress, the sparkle of her smile, the dark purple almost appearing blue eyes.

The resemblance was truly remarkable. He watched her for a good half hour, having to see it for his own eyes. The story seemed made up. He was told a month ago about having a sister, and he just didn’t believe it. Of course, the itch had to be scratched. It was used as a weapon against him, meant to cause him to run. They weren’t sure if it would, Kishin truly was one of there best pupils. They were sure they beat him into full submission. But the threats they spoke of, the wanting of capturing her, the things they said they would do to her…he had to be sure.

“See..we weren’t lying you little shit..” Kishin didn’t even turn around. “But of course we knew you would want to see her. Who wouldn’t. I mean shit, look at her. Damn..I can’t wait for the day. Those pouty lips, that voluptuous butt…her amazing eyes..You know those eyes don’t you.” Kishin turned around, drawing his hand up and immediately was on the ground. “We trained you so much better then this. So much.. I was sure you would run though, even though they said otherwise. HAH.” He grabbed Kishin by the hair, his nose now bleeding and eyes watering. He smashed his face into the ground, forcing dirt into his mouth and wounds. “Of course, this works as well doesn’t it. Just look at your reaction. Putty in my hands, you are soft BOY! SOFT!. Nothing that can’t be solved with some resolve of course.

The man kicked Kishin in the ribs as hard as possible, air escaping his mouth. “The mind is a funny thing isn’t it. Amazing what a little story can conjure to the imagination. Us telling you you had a sister. A very skilled and strong sister. One with a possibly long road ahead of her. Damn..almost looks like the mother. Amazing..Wait..sorry sorry. Your mother. Her eyes brough in a nice fortune too. Shame we couldn’t get the mothers, but hey…maybe we still can huh.” Kishin tried to get up, anger building up, “Noo…I will kill you you son of a.”

Another kick came, this time to his head. The world started to spin uncontrollably. Confusion was all he could muster. “Sit boy..sit.” The man bent down and punched him in the face, and his movements stopped..


The great merger to Konoha happened around the middle of Kishin’s hunt. Sara left the village, and Kishin felt a fire being lit on his ass. He didn’t want to loose sight of his sister. More then on occasion watching her from afar. Keeping tabs on her regularly. Of course, Kishin knew all the happenings in the village. Anything insidious or mild that happened in the darker parts of the village were known to he, the “Jackal of the Shadows” controlled all.

A few years passed, Kishin took down all of his prey within the organization, collecting and saving his funds for the day he would disband the group entirely. Several outsiders were always trying to take his life. Shame that he was immortal..they had no chance. It was around the time he was 13 he decided to abandon all reason and follow after his sister. He lost his passions for staying in Iwagakure, especially after all his families enemies were removed. He lusted to see his sister once again.

It took some time, but he found his girl, she having gained some renown among the shinobi of the Leaf. Her becoming famous made his life easier. Finding her, keeping tabs was a simple task. His life though was becoming a bore. It was a surprise to him, he thought having an easier life would be, well easier. But he kind of missed dealing out his own sense of justice. Leaf wasn’t the light at the end of the tunnel, it had it’s own shadows and pockets of darkness. He constipated the idea, carving himself out a piece of the leaf. He had no need of course, but then again, there was a need of something…
 
Re: Hyuuga Kishin

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It took a few moths, but eventually Kishin got the point. Do what he was told, think of nothing but serving and loyalty and she would be allowed to live freely. OF COURSE…their was a cost. After three weeks, they got tired of his tantrums. His attempts of escape. A broken leg did little to stop him. A bruised lung, a broken rib, a concussion, still hope remained. Something amazing did come out of it though. Finally, the boy cracked it. And his eyes were unbound. Finally the boy could be called a Hyuuga. Of course, for his indiscretions, a price was owed. A price, was collected.

Kishin of the one all seeing eye. It was a good joke amongst them. Quickly after that Kishin conceded to the demands placed onto him. It will do that you know. Having ones eye removed by force. Without so much as a drop of Anastasia. He even could swear he was able to see out of it as they removed it from the socket, before cutting the stem. He stayed awake through it. A different drug was administered that made sure of such. Kishin was a good boy then on. Though hate always seemed to be visible.

They took that hate, The Yamanaka. Focusing it onto those they themselves hated. Kishin was a great enforcer. The One All Seeing Kishin had everything they needed in a lackey. Loyalty, strength, hate. Unleashing him was akin to releasing a bull that had it’s scrotum tied. Shit was going to happen, shit was going to go down. And it was best to stand back and let shit happen.

Years passed, and the boy had earned the trust of the organization. This was during the time of Sara’s disappearance. He was sure they were the cause of it, and they used it against him at every turn. A promise that if he behaved, she would return. Eventually, he calmed, especially after she came back. He was a good boy, doing everything he was told, small children, animals, the elderly, Kishin knew no restraint during this time. He was even allowed within the ranks. Free to come and go. Knowing that he was spying on his sister. Though they knew he would always come back. They knew he knew better then to ever cross them again. And with the things he had done the last few years, he was among peers. Peers just as rabid, and twisted as he. At least, as long as the leash was held tout.

They even trusted him enough to invest a sizable amount into increasing his abilities. Though if the right person was asked, it was more for the purpose of experimentation. At some point a doctor was found, one whom had knowledge of how to conduct a jutsu that was forbidden in most countries. Earth Grudge Fear, a fairly lost kinjutsu that tended to raise it’s ugly head from time to time among the darkest and cruelest mines. A perfect to make a quick fat buck. The surgery took weeks. Partially because of the time it took to get the required equipment and regents. The other part being the good doctor wasn’t to keen on his price and treatment. It was a viosious and eroding virus used this time around, and combined with fuuinjutsu seals, his very DNA was changed. Kishin wasn’t to sure on the specifics, but it had something to do with changing his muscle fibers.

More time passed, and a day that would again never be forgotten by the darker side of The Yamanaka of Iwagakure came about. Yet again, a mistake was made. It was a curse, this family they captured. First, Sian Hyuuga, destroying a valuable weapons storage and manufacturing facility, let alone killing a fair share of the groups strongest. Now, it was another family member’s turn. Kishin was up next.

It wouldn’t be known why, why the stupid doctor decided to open his mouth. But, all things in turn right? For his misdeeds, it seemed deserving for what was to come. The doctor, the great doctor that had removed Sara’s eyes way back, and even removing Kishin’s eye had made two mistakes that fateful day. The first was having made contact with Sara Yaku. The second…speaking of it aloud. As the good doctor spoke about his meeting with the lass. He was ecstatic about having learned the girl had something special about her. He wasn’t sure what it was, but he knew it was most certainly one of a kind. Unique even among the unique. And he then had to say the last few words that would rue the day. “We need, no, we MUST collect it. We MUST capture and collect what was left behind by that Sara girl.”

It was like a euphoric wave washed over Kishin. The onslaught unmistakable. He was most certainly the son of his mother. More so even. There he was, an unstoppable killing machine, set loose by words that should have been known better then to ever utter. A deal long forgotten was broken. It was almost magical in fact, like a fuuinjutsu seal was released and a creature long forgotten about released upon the world.

All good things come to an end eventually, though it wasn’t truly the end just yet. The Yamanaka worked in cells in Iwagakure. One was barely connected to the other. Even if one went down, the others would continue working. Kishin, just happened to work for the central cell. Where all data was collected and orders distributed. Where the money condensed and distributed. Kishin had plenty of time on his hands now. And a long list of lies that needed to be rectified.
 
Re: Hyuuga Kishin

Element Affinities:
Free D-Rank Minor Affinity: Earth
Free C-Rank Minor Affinity: Water
Free C-Rank upgraded Minor to Major (Same as D-Rank): Earth
Major Affinities :
Minor Affinities :
  • Water (Free C Rank)
  • Genjutsu: Kinetic
  • Wood
  • Lightning
BL/CA/Kin Free Advanced Elements: None
Non-BL/CA/Kin Advanced Elements
  • Wood


Weapons:<i></i>​

Eight Trigrams: Internal Assault
  • Class: Unarmed
    Ability: Hand Seals
    Modification: +2 accuracy/-10% damage
    Augments:
    • Blood Rack
    • Razor Strike
    • Primal
    • Great Weapon (only if Heavy Handed Ability is used)
    Description: A training technique meant for mastering one's ability within a certain distance, concentric trigrams denote ones abilities and mastery of taijutsu. As ones capabilities increase, another trigram is formed further out, to signify that anything within the said distance is bound to their reach both offensively and defensively. This combat style is thought of as being the ultimate fighting form of the Hyuuga. This sub style allows for the Hyuuga to deal the greatest amount of damage using quick strikes sacrificing defense.


Master of the Gentle Fist Technique
  • Class: Unarmed
    Ability: Hand Seals
    Modification: +2 accuracy/-10% damage
    Augments:
    • Blood Rack
    • Razor
    • Swift
    • Great Weapon (only if Heavy Handed Ability is used)
    Description: The Gentle Fist is a combat style thought of as being the ultimate fighting form. With the quick movements and attacks, the softest touch or even at times when no contact is made this fighting style allows the user the capability to cause disastrous long lasting effects against it's enemies while allowing an equatable amount of defense.


Eight Trigrams: Defense
  • Class: Unarmed
    Ability: Hand Seals
    Modification: +2 accuracy/-10% damage
    Augments:
    • Vanguard
    • Recovery
    • Swift
    • Great Weapon (only if Heavy Handed Ability is used)
    Description: A training technique meant for mastering one's ability within a certain distance, concentric trigrams denote ones abilities and mastery of taijutsu. As ones capabilities increase, another trigram is formed further out, to signify that anything within the said distance is bound to their reach both offensively and defensively. This combat style is thought of as being the ultimate fighting form of the Hyuuga. Utilizing this sub style in a defensive manner, one can dodge attacks or parry, and apply their chakra to instead heal themselves.


Eight Trigrams: Taijutsu Mastery
  • Class: Unarmed
    Ability: Hand Seals
    Modification: +2 accuracy/-10% damage
    Augments:
    • Trick Weapon-Pierce
    • Free Flow
    • Overflow
    • Great Weapon (only if Heavy Handed Ability is used)
    Description: A training technique meant for mastering one's ability within a certain distance, concentric trigrams denote ones abilities and mastery of taijutsu. As ones capabilities increase, another trigram is formed further out, to signify that anything within the said distance is bound to their reach both offensively and defensively. This combat style is thought of as being the ultimate fighting form of the Hyuuga. Utilizing this style, they show their mastery over all forms of Taijutsu and their power over it.


Mastery of the Gentle Fist Technique
  • Class: Unarmed
    Ability: Hand Seals
    Modification: +2 accuracy/-10% damage
    Augments:
    • Blood Rack
    • Primal
    • Swift
    • Great Weapon (only if Heavy Handed Ability is used)
    Description: The Gentle Fist is a combat style thought of as being the ultimate fighting form. With the quick movements and attacks, the softest touch or even at times when no contact is made this fighting style allows the user the capability to cause disastrous long lasting effects against it's enemies while allowing an equatable amount of defense.
</B>
Heart 1: Bleed +5%
Heart 2: Bleed +5%
Heart 3: Bleed +5%
Heart 4: Free basic attack per turn
<i>
</i>
<B>Headset:
A shinobi staple for communication. Headsets can vary from having a mouth-piece with a push-to-talk button, to a throat mic. Using a headset is vital for calling for back-up and to relay information.

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

Notes:
- A headset may be targeted by Called Shot: Weapon. May withstand two called shots before being destroyed.
- Reinforcement is considered 1 person per round
- People who are called in the fight via Headset must also have a headset prior to being called in.

Heavy Armor
Sturdy armor that offers the user significant protection, although armor of this type does have a noticeable drain on the user's endurance. Even the toughest of shinobi will begin to show the effects of wearing such sturdy armor during a prolong battle, but it may be the difference between life and death.

Type: Passive, Gear
Uses: N/A
Effect:
- +7.5% Damage reduction against non-illusory damage. The user's chakra costs are increased by +15%.
- The additional damage the user takes from Critical attacks is reduced by half. This does not stack with any similar effects. Example; if a critical hit would deal x2.2 damage, the user will instead take x1.6 damage.
 
Re: Hyuuga Kishin

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

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

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

    • Class Skill: Sentinel - ANBU
      [spoilername="Sentinel"]Battle hardened and watchful over entry points and prisoners, these Anbu bear a special armor that is standard issue for any ANBU that earns the title of Sentinel.

      Information:
      Prerequisites: C-Rank

      Effect:
      - The user gains +45 Minutes to catch any timed topic within their own Village. Missing/Mercs with this ability cannot be caught using the +45 minutes from this ability.
      - The user has 5% Damage Reduction.[/spoilername]
    • Heavy Handed
      [spoilername="Heavy Handed"]Bigger is better, a simple truth in the minds of these shinobi. But while such large weapons are naturally powerful, they are equally unwieldy, and requiring both hands to wield makes more dexterous actions that much more difficult.

      Information
      Prerequisites: C Rank

      Effect:
      The Great Weapon augment does not take up an augment slot, and the user may perform the following special action;

      Special Action - Cleave: A Great Weapon's attack that hit may move on to a new target at -1 Accuracy and +5% damage; this repeats until the attack misses a target, or the user has hit all designated targets. The same target cannot be hit twice, and the attack which this is used with cannot hit multiple targets through any effect other than this special action. After use, requires a full round of cooldown.[/spoilername]
    • Healing Factor
      [spoilername="Healing Factor"]While everyone possess a natural recuperation rate, recovering over time with rest, there exist many who tend to just...keep coming back for more, and don't learn when to give up. Persistent to the end, It is hard to keep those with this trait down for long before they spring back up, regardless of the injury.

      Information:
      Prerequisites: D Rank

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

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

      Information:
      Prerequisites D Rank

      Effect:
      - Called Shots only take half the usual accuracy Penalties.
      - +5% Called Shot chance.
      - User can inflict Broken rank debuffs.[/spoilername]
    • Human Anatomy
      [spoilername="Human Anatomy"]Both assassins and doctors must know and understand the full workings of the body, whether to incapacitate quickly or to save a life.

      Information
      Prerequisites: C Rank

      Effect:
      - The user gains +1 Critical Range to all attacks.
      - All critical hits deal 2.25x Damage. Additional Critical Damage does not stack with any other Critical attack damage buffs (Opportunist, Hawkeye, etc.).[/spoilername]
    • Bloody Mess
      [spoilername="Bloody Mess"]Psychopaths, Surgeons, Werewolf wannabies...Surgeons...something about these people just draws them to the sight of blood; they can't get enough of it! Someone with this dark skill is able to draw out much more of that precious lifeforce from their targets, almost as if the very blood they seeked was seeking them as well...

      Information
      Prerequisites: D Rank

      Effect:
      - The user's Critical hits will always increase bleeding rank, even if the attack does not normally inflict bleeding. This does not apply to non-offensive techniques aimed at allies that can crit.
      - When attacking a target at their maxed Bleeding Rank, the user has a base chance of 10% to deal 1.5% Max Hp damage immediately. This chance may be increased with the user's Bleed bonuses up to a 20% chance, but may only effect a target up to three times per round.
      - When either of the above effects trigger, the target will take an additional +.5% Max Hp damage per round from bleeding on top of their current Bleeding damage. This does not stack.[/spoilername]
    • Sixth Sense
      [spoilername="Sixth Sense"]Manipulating walls of flame, conjuring storms of wind and bending waves of water; these shinobi are masters of their element, and are able to alter the form and shape of their jutsu to suit their needs at a moments notice. When combating them, their element is their weapon of choice.

      Information
      Prerequisites: 40 Stat Avg

      Effect:
      - When making an awareness check, the user has a 25% chance to auto-detect the target. This applies to targets in Stealth, hidden by clones, and under transformations.
      - Sneak Attacks to the user have a 25% chance of being detected and losing their Sneak bonus.[/spoilername]
    • Implacable
      [spoilername="Implacable"]Sturdy and imposing, what a heavily armored individual lose in endurance they gain in sheer resistance, capable of shrugging off even some of the most debilitating effects.

      Effect:
      - While equipped with either the Light Armor or Heavy Armor item, the user ignores the first Bleeding, Suppression, Called Shot, or Secondary Effect inflicted upon them during each round. This applies only to the first action to inflict any of these, but will cover the entire action (if a multihit). If this action would inflict multiple of these, they would all be nulled.

      Special Action: When hit by a Critical attack while wearing Light Armor or Heavy Armor, the user may reflexively pay 1 AP to reduce the damage of a Critical Hit to that of a normal Full hit. The user pays CP equal to half the negated damage. For example, if a 2000 damage attack crits for 4000, the user may pay 1 AP and 1000 CP to reduce the damage to 2000. This may be used once per round with Light Armor, but has no usage limits with Heavy Armor.[/spoilername]
    • Willpower
      [spoilername="Willpower"]This ability allows a user to fight the effects of Genjutsu with the naked strength of their will. Those with stronger determination will be able to dispel illusions more readily than those with weaker minds.

      Information

      Prerequisites: Cancel Jutsu Mastered

      Effect:
      The Cancel Jutsu may now apply to Genjutsu of any level as long as the user is aware of it effecting them. If a user affected by a Genjutsu but unaware of it, and casts Cancel, Cancel now has a 30% chance of taking effect anyway.

      Notes:
      - Cancel may automatically dispel Genjutsu up to C-Rank, and no longer has a penalty against higher level Genjutsu.
      - Cancel no longer requires handseals, and may be used as a free action once per round.[/spoilername]

Cursed Seal
Fuuinjutsu is a powerful shinobi art and none more so than the sealing techniques which are commonly referred to as "Cursed Seals". Such seals forcibly draw out the chakra of the user in a dangerous, often agonizing way, in exchange for a brief period of heightened power. Though this may grant them extraordinary capabilities for a period of time, those that are incautious with the use of their seal often find themselves doomed as a result.

Information
Prerequisites: C-Rank.

Effect:
- Upon gaining this ability the user creates a Curse Seal in their Dojo, giving it an effect equivalent to 6 Class Points and choosing a single Class Accuracy-type that is raises one level higher.
- In addition to the above, one of the following effects may be chosen by spending 4 points;
  • Failed Bleed/Suppression/Called Shot attempts add their % chance to the next attempt made during the same round (bypassing caps); the user's Bleed rank increases by 1 each round, cannot be lowered, and the user takes x1.5 Bleeding damage.
  • +5% Chance of inflicting Bleeding
  • Ninjutsu Accuracy Increased
- The Curse Seal must be active to grant its effect. A Curse Seal costs no AP to activate (it only needs to be declared), but takes the timing of 2 AP to come into effect. Each round active the user's CP Modifier is reduced by 6.

Notes:
- This Ability may only be obtained under certain conditions.

You personally own the Cursed Sealing (Non-elemental B-Rank Ninjutsu).
You have been sealed by someone who owns the Cursed Sealing Jutsu in an RP Topic.

- Once obtained on a specific character, that character may learn and unlearn this ability just like any other.
- The Cursed Seal must be created in the user's Dojo upon learning this ability. This may be changed as if remaking a weapon.
- A player may take this ability multiple times to create multiple seals; but only one cursed seal may be active at a time.
- May not move Evasion and Genjutsu Save to High.
- May not obtain Kinjutsu or an Ability through Cursed Seal.
- Once de-activated, the user can no longer activate Cursed Seal for the battle.
- CP Modifiers reduced by the Cursed Seal are permanent for the battle unless otherwise stated.
- The user and their attacks are considered 'Dark' while the Curse Seal is active.
- Upon gaining a Cursed Seal or using it in battle, the user incurs a Recovery Time of two weeks in which they are unable to use the Cursed Seal in any new modded battles.


The Red Jackal
HP: (70+lvl+5) x stamina
CP: (30+lvl+5) x chakra control
Class Bonus:
  • +5% Chance of inflicting Bleeding
  • Kinjutsu
High:Melee
Average: Evasion, Nin Accuracy
Low: Ranged/Gen Accuracy


Current Stats:
Stamina: 600 / 600
Agility: 600 / 600
Ninjutsu: 600 / 600
Taijutsu: 600 / 600
Genjutsu: 504 / 600
Chakra Control: 600 / 600

Power Level: 3504
 
Re: Hyuuga Kishin

Jutsu:

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

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

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

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


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

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

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

Cost: Cost of Jutsu dodged +20% Cp.

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


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

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

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

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

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

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

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

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

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

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


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

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

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

Cost: Cost of Genjutsu +20% Cp

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


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

Information
Prerequisites: A Summoning Contract

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

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

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


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

Information - Sealing Scroll

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

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

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

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


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

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

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

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

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

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

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

Combination Transformation - D Rank - Mastered
An extension to the transformation technique, those who master the initial art of Transformation can learn to take the skill one step further: merging with objects. With this skill, one can increase their range of forms and appear as an inanimate object such as a kunai, or a sword, or even a tree depending on what the user chooses to merge with. While fighting in this shape proves impossible, this does allow a clever shinobi to hide from view and confuse their opponents, waiting for the perfect moment to strike. Additionally, should the user combine with a weapon and have an ally with them, they may be wielded just like any other weapon by their teammate.

Rank 1: This jutsu allows the user to combine with scenery such as a tree or wall, hiding themselves from view. The user gains +2 Stealth while this technique is active.
Master: This jutsu allows the user to combine with a weapon, giving the weapon +5% Base Damage and +1 Accuracy when wielded by another.

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

Notes:
- Lasts up to three rounds.
- If the user is hidden while this jutsu is maintained, stealth checks are made each round. Any attacks made by those who are aware of the user target the user normally, regardless of what they combined with.
- The user cannot make any other action while maintaining this technique. They may still maintain other jutsu however.
- When attempting to combine with the scenery, the user immediately attempts to go into stealth mode with their bonus. Upon dispelling this technique willingly, their next action is treated as a sneak attack.
- If attacked while combined in the scenery, the user cannot dodge and will revert to their normal form.
- If the user combines with a weapon, they merge with the weapon and grant it the buffs. When wielded by another, their dodge is equal to the one wielding the weapon. This jutsu is dispelled if the user is fully hit.
- If the weapon is not wielded this is treated as if combining with scenery.
- The user may not combine with any weapon wielded by an opponent.


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

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

Rank 1 Cost: 500 Cp
Master Cost: 625 Cp

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


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

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

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

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

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


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

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

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

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

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


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

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

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

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

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

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

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


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

Information
A weapon with Ranged Accuracy

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

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

Notes:
- This uses Ninjutsu Accuracy.
- These strikes may be divided among multiple targets. A single target may only be hit by 5 checks. Bleeding may only be successful once per target.
- If a clone is hit by this jutsu, the bleed chance becomes a chance to disperse the clone.
- This jutsu does not utilize the user's weapons in any way and only receives benefit from Non-elemental Ninjutsu bonuses and effects.
- The 'Non-Elemental' effect increases this jutsu's damage by +10%. This does not apply to caps.


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

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

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

Rank 1 Cost: 730 CP
Master Cost: 910 CP

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


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

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

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

Cost: This jutsu only costs AP.

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


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

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

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

Cost: 1200 CP to place the seal

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


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

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

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

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

Rank 1 Cost: 800 CP
Master Cost: 1000 CP

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


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

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

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

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

Rank 1 Cost: 730 CP
Master Cost: 1000 CP

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

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

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

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

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

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



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

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

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

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

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

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

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

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

Five Element Seal - A Rank - Mastered
A master level seal that all but removes the ability to manipulate chakra in its victims. This seal takes much time and dedication to master and understand, yet its benefits, or rather impairments, are well worth the effort. When scribed upon an unfortunate target, this infuses them with disruptive energy that interferes with the entire chakra system, forcing the subject to put in immense effort to perform even the simplest of jutsu, effectively sealing away years of training.

Rank 1: Scribes a seal upon the target at -3 Accuracy. The seal gives all elemental Ninjutsu +15% Cp cost, and prevents Major Affinity Moves from being used with them. Additionally, all Ninjutsu have a a 28% chance of being treated one rank lower.
Rank 2: Scribes a seal upon the target at -2 Accuracy. The seal gives all elemental Ninjutsu +20% Cp cost, and prevents any Affinity Moves from being used with them. Additionally, all Ninjutsu have a 36% chance of being treated one rank lower.

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

Rank 1 Cost: 2420 CP, 1075 CP/Rnd
Rank 2 Cost: 3025 CP, 1345 CP/Rnd

Notes:
- Lasts up to three rounds
- Uses Melee Accuracy to scribe the seal, and a Ninjutsu check each round after the first.
- If a maintain check is resisted, the jutsu is not dispelled; its effects are negated for the round. It will remain until the round limit is reached or it is removed.
- Does not stack with One Element Seal, and overwrites it.


Morality Sealing - A Rank - Mastered
A powerful sealing technique that is designed to restrain energies on either end of the alignment spectrum; effecting either Dark or Light Energies. This jutsu weakens any effects touched by these alignments.

Rank 1: This technique requires melee contact at -3 Accuracy (Also applied to the users checks for this technique) to seal a target temporarily. All effected buffs have a 36% chance of being reduced by 1/2 for the round (Checked individually). All effected techniques deal -10% Damage during rounds effected.
Rank 2: This technique requires melee contact at -2 Accuracy (Also applied to the users checks for this technique) to seal a target temporarily. All effected buffs have a 44% chance of being reduced by 1/2 for the round (Checked individually). All effected techniques deal -15% Damage during rounds effected.

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

Rank 1 Cost: 2420 CP, 1075 CP/Rnd
Rank 2 Cost: 3025 CP, 1345 CP/Rnd

Note:
- Lasts up to three rounds.
- The user must choose either Dark or Light when using this technique; it only effects one at a time.
- Uses Melee Accuracy to scribe the seal, and a Ninjutsu check each round after the first. Each round maintained the user loses -2 to their checks.
- If a maintain check is resisted, the jutsu is not dispelled; its effects are negated for the round. It will remain until the round limit is reached or it is removed.
- If this is maintained two full rounds after the initial round used (without interruption) then any reduced buffs are automatically deactivated (If possible). Should this technique be resisted two rounds in a row, this jutsu is dispelled.
- May only be used upon a target once per battle.

Natures Guard - A Rank - Mastered
A complex barrier jutsu created in a similar manner to the Rasengan, with a structure capable of allowing the user to imbue it with an elemental nature. Due to this, it has many different appearances and effects, making it highly versatile. Its unique structure makes it so that when the user imbues it with a nature, it readily absorbs chakra of that type, weakening attacks made upon it of those elements; though it also has the unfortunate habit of absorbing opposing natures, which weaken and destabilize it.

Rank 1: The user brings forth a barrier with 4000 HP.
Rank 2: The user brings forth a barrier with 5000 HP.

Special Action: The user may choose to add an affinity to the barrier. This does not increase the cost, but the user must have the affinity of the chosen element and must declare which is being used upon initial use. Advanced Elements cannot be applied to the jutsu.

Earth: -10% damage reduction to earth jutsu targeting the barrier and +10% lightning jutsu damage done to barrier. Upon being attacked with a melee attack, the attacker has a 36%/44% chance of having their called shot level increased. (Either the hands or the arms)
- Fire: -10% damage reduction to fire jutsu targeting the barrier and +10% water jutsu damage done to the barrier. Upon being attacked with a melee attack, the attacker has a 36%/44% chance of being burned and taking backlash damage equal to 25% of the damage done to the barrier.
- Wind: -10% damage reduction to wind jutsu targeting the barrier and +10% fire jutsu damage done to the barrier. Upon being attacked with a melee attack, the attacker has a 36/44% chance of having their bleed rank increased.
- Water: -10% damage reduction to water jutsu targeting the barrier and +10% earth jutsu damage done to the barrier. Upon being attacked with a melee attack, the attacker has a 36%/44% chance of being suppressed.
- Lightning: -10% damage reduction to lightning jutsu targeting the barrier and +10% wind jutsu damage done to the barrier. Upon being attacked with a melee attack, the attacker has a 36%/44% chance of being electrocuted, and take 2% Max Hp Damage for two rounds. Does not stack.

Rank 1 Cost: 2200 CP, 980 CP/Rnd.
Rank 2 Cost: 2750 CP, 1220 CP/Rnd.

Notes:
- May only be used once per round. Does not stack with other barriers, and effects cannot stack.
- May be maintained until destroyed, or up to 3 rounds.
- Defends against physical, non-elemental, and elemental attacks.
- Barrier strength may be increased with buffs of the chosen element.
- Any damage that destroys the barrier may target the user at -3 Accuracy.
- The user cannot perform actions involving melee accuracy while maintaining this barrier.


Stardust Nova - A Rank - Mastered
A technique that creates a rift in the air, showing a deep, seemingly infinite cosmic dimension as if gazing into the heart of a galaxy. Through this distorted air, intensely bright balls of energy are launched upon the target, each blazing like a comet.

Rank 1: Creates a rift that launches 10 comet-like bursts of energy at a target, each dealing 440 damage. Damage has a 36% chance of ignoring all damage reduction or barriers, and activating the 'Non Elemental' effect.
Rank 2: Creates a rift that launches 10 comet-like bursts of energy at a target, each dealing 550 damage. Damage has a 44% chance of ignoring all damage reduction or barriers, and activating the 'Non Elemental' effect.

Special Action - Starlight: The user may condense all bursts into a single check, dealing 70% of the total damage at +2 Accuracy, to three targets.

Rank 1 Cost: 2420 CP
Rank 2 Cost: 3030 CP

Notes:
- May only be used once per round.
- This jutsu cannot be auto-dodged in any way.
- The 'Non-Elemental' effect increases this jutsu's damage by +10%. This does not apply to caps.

Gate of Enma - A Rank - Mastered
A fearsome technique that is said to open a pathway to hell, this jutsu causes a wide rift to open, appearing as if reality itself was ripped open by the countless dark arms that come from within the rift. The lengthy arms, composed of pure dark energy, grasp on and tear through anything within their extensive range.

Rank 1: Creates a rift of dark energy that deals 3870 damage to up to three targets. This Jutsu has a 36% chance of 'Non Elemental' and binding those hit by this Jutsu at -3 Accuracy.
Rank 2: Creates a rift of dark energy that deals 4840 damage to up to three targets. This Jutsu has a 44% chance of 'Non Elemental' and binding those hit by this Jutsu at -2 Accuracy.

Rank 1 Cost: 2420 Cp, 880 Cp/Rnd. Hp equal to 20% all costs.
Rank 2 Cost: 3030 Cp, 1100 Cp/Rnd. Hp equal to 20% all costs.

Notes:
- This Jutsu may only be used once per battle.
- This action always requires full handseals; regardless of any skills or abilities the user may have (Such as channeling or one handed seals).
- This jutsu is considered Dark, and bypasses all forms of damage reduction, shields or barriers, and damage cannot be reduced through any means.
- The 'Non-Elemental' effect increases this jutsu's damage by +10%. This does not apply to caps.
- Bound victims have a 5% chance of escaping for every 2 Ap they spend to escape.
- While bound the victim(s) cannot perform any other actions other than attempt to escape.
- 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).
- This bind is also dispelled if the user loses 10% of their Max Hp or Cp during a single round.
- While bound, all maintained Jutsu used by the victims have a 36%/44% chance of being dispelled; this is checked individually for each maintained effect.
 
Re: Hyuuga Kishin

Charge - E Rank - Mastered
A basic move that exerts extra strength in a Taijutsu.

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

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

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


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

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

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

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


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

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

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

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

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



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

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

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

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


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

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

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

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

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


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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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


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

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

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

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


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

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

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

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

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

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

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

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

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

Blur - D Rank
An illusion targeted at the mind to fool the eyes into thinking the target has blurred vision.

Rank 1: Cast at +2DC dealing 100 Damage per round. The target receives -2 Melee and Ranged Accuracy.
Master Rank: Cast at +2 DC dealing 130 Damage per round. The target receives -2 Melee and Ranged Accuracy

Notes:
- Lasts up to 3 rounds.

Rank 1 Cost: 150Cp, 75Cp per round
Master Rank Cost: 190Cp, 95Cp per round


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

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

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


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

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

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

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


Distortion - C Rank - Mastered
A tricky Genjutsu that causes the target to sometimes see items as other similar items.

Rank 1: Cast at +2DC and deals 360 Damage. Once effected by this, the target views items in their equipment as other items for a full round.
Master Rank: Cast at +2DC and deals 450 Damage. Once effected by this, the target views items in their equipment as other items for up to 3 full rounds.

Notes
- When the target afflicted by this technique attempts to use an item from their equipment, the item they use from their equipment is chosen at random.
- Offensive items may be confused for other offensive items, non-offensive items may be confused for other non-offensive items, and items that require a charge may be confused for other items that require a charge. (Ex: A soldier pill may be confused for a health pill or energy drink. A Explosive note may be confused for a Chakra Suppressing Seal. A Smoke Bomb may be confused for a Stun Grenade. Etc.)
- Damage done does not happen again if this technique is maintained.

Rank 1 Cost: 270 CP
Master Rank Cost: 340 CP


Mime Box - B Rank - Mastered
A tricky jutsu that tricks the target into seeing themselves trapped inside of a box. The box itself doesn't actually exist...

Rank 1: Cast at -1 DC, the target is trapped and cannot move. The bind may also be broken if the target takes damage equal to 1320 or more while bound.
Master Rank: Cast at normal DC, the target is trapped and cannot move. The bind may also be broken if the target takes damage equal to 1650 or more while bound.

Notes:
- The target has a 15% chance per 2.5ap to escape.
- The bind is broken if the user attempts to attack their bound victim giving the victim -3 Dodge to that attack.
- If the user takes more then 10% of their Max HP in a single round after use, the bind is dispelled.
- If the user uses more then 10% of their Max CP in a single round after use, the bind is dispelled.
- This technique can only be used once per round.
- Bind may last up to 3 full rounds.

Rank 1 Cost: 1760 CP, 880 CP per round.
Master Rank Cost: 2025 CP, 1012 CP per round.


Depth Barrier - B Rank
An illusion that causes the target to be unable to accurately judge the distance between them and the user.

Rank 1: Cast at normal DC. Once cast, the target will need to deal 1188 non-illusionary damage before they are able to strike the user.
Master Rank: Cast at normal DC to up to 3 targets. Once cast, the target will need to deal 1485 non-illusionary damage before they are able to strike the user.

Notes:
- This technique is treated as a physical barrier.
- This technique blocks everything except for illusionary techniques.
- RPly the targets believe they are missing their target. Systematically this is a barrier technique blocking the attacks.
- Surplus damage will attempt to strike the user at normal accuracy.
- May not have multiple casts of this technique at the same time.
- If cast on several targets at once, there is only 1 barrier HP between all the targets.
- This technique does not receive a resistance check normally.

Rank 1 Cost: 480Cp, 240Cp per round
Masster Rank Cost: 600Cp, 300Cp per round


Perception Filter - B Rank - Mastered
A handy genjutsu used on those when the user doesn't want their presence to be detected. This causes the target to subtly ignore people or objects that the user desires.

Rank 1: Cast at normal DC dealing 300 Damage per round. The target has a 21% chance to Auto-Miss the user with Melee or Ranged attacks.
Master Rank: Cast at normal DC dealing 375 Damage per round. The target has a 28% chance to Auto-Miss the user with Melee or Ranged attacks.

Special Action: By paying +20% of the cost, the user may have this technique benefit an alternate target instead of themselves.

Notes:
- Does not stack with any other Auto-Miss effects.
- Must choose between Melee or Ranged.

Rank 1 Cost: 480 CP, 240 CP per round
Master Rank Cost: 600 CP, 300 CP per round


Advanced Clone - B Rank -
A more advanced version of the Basic Clone technique. This technique causes the target to see multiple copies of the user.

Rank 1: Deals 300 Damage per round. Causes the target to see 3 copies of the user.
Master Rank Cost: Cast at -1 DC dealing 395 Damage per round. Causes the target to see 5 copies of the user.

Special Action: By paying an additional +20% Chakra Cost, the user may condense this technique into forcing 2 targets to see only 2 copies of the user. If this is done, the technique may only be maintained for 2 full rounds.

Notes:
- The target gains a +1 to their check against this technique every time its used against the same target. This resets after 2 full rounds of not being affected.
- Using the special action lowers the initial damage of this technique by 20%.
- Target(s) effected by this technique are automatically confused by the clones. Target(s) who identify clones are re-confused at the end of the round.
- This technique may be maintained up to 3 full rounds.
- Damage done is automatic so long as the target is affected by the genjutsu.

Rank 1 Cost: 480 CP, 240 CP per round
Master Rank Cost: 630 CP, 315 CP per round


The Reaper's Gaze - A Rank - Mastered
A terrifying illusion that forces those who fall prey to this technique to see the terrifying gaze of the shinigami freezing them with fear.

Rank 1: Cast at -1DC dealing 264 Damage per round. The target is bound and cannot move or use chakra.
Master Rank: Cast at normal DC dealing 330 Damage per round. The target is bound and cannot move or use chakra.

Notes:
- Lasts up to 3 rounds.
- The target has a 15% chance to escape per every 2.5ap they use.
- Does not effect those with the ability Fearless or who are otherwise immune to fear effects.
- While bound the target cannot move and any techniques that require chakra to maintain are stopped.
- While maintaining this technique the user may not use any other offensive techniques against the bound target.
- The bind is broken if the user takes 10% of their max HP in damage in a single round or the victim is attacked (victim suffers -3 Dodge against the attack)
- The bind is broken if the user uses more then 10% of their Max CP in a single round.

Rank 1 Cost: 1760Cp, 880CP per round
Master Rank Cost: 2200Cp, 1100Cp per round


Body Double - A Rank - Mastered
A pesky genjutsu that tricks the target into seeing one person as another. Simple yet very effective in combat situations.

Rank 1: Cast at normal DC dealing 660 Damage per round. The target will view the user as another combatant in the battle.
Master Rank: Cast at normal DC dealing 825 Damage per round. The user may have the target view up to two combatants in the battle as alternate combatants.

Notes:
- Clones/Creations/Summons are not considered valid targets. Valid targets to deceive the opponent can only PCs.
- Lasts up to 3 rounds.
- May only have this technique cast upon one target at a time.
- May only be used once successfully per round.

Rank 1 Cost: 1100CP, 550Cp per round.
Master Rank Cost: 1375Cp, 685Cp per round.


Night - A Rank -
A seemingly simple yet powerful illusion that forces those afflicted by this technique to see everything around them as if it were night time. The darkness makes it harder to locate targets which requires more time to aim accuratly.

Rank 1: Cast at -2DC dealing 726 Damage per round to up to 3 targets. The user is considered to have +5 Stealth to those afflicted by this. Targets also spend +1AP for Taijutsu while this is active.
Master Rank: Cast at -2DC dealing 1000 Damage per round to up to 3 targets. The user is considered to have +5 Stealth to those afflicted by this. Targets also spend +1AP for Taijutsu while this is active.

Notes:
- Lasts up to 3 rounds
- Requires 1 full round of cool down after

Rank 1 Cost: 990Cp, 495 Cp per round.
Master Rank Cost: 1235Cp, 615Cp per round.


Deja Vu - A Rank - Mastered
A powerful illusion that causes the target to see something that's already happened that's already happened.

Rank 1: Cast at normal DC dealing 1320 Damage. The target will see the the round as it happened during the previous round.
Master Rank: Cast at normal DC dealing 1320 Damage to up to three targets. The target(s) will see the round as it happened during the previous round.

Notes:
- When cast, this technique does not show up in the mod at all.
- This technique's effect (the illusion), takes place the very next round after this jutsu was cast.
- May only be used once successfully per round.
- Cannot be used on the same target again for 2 full rounds.
- Real round results are sent to all unaffected by this technique.

Rank 1 Cost: 1100Cp
Master Rank Cost: 1375Cp


Invisibility - A Rank - Mastered
A handy illusion that causes the target to simply not be able to see the target.

Rank 1: Cast at +1 DC dealing 1255 Damage. The user is considered in Stealth to the target.
Master Rank: Cast at +2 DC dealing 1485 Damage. The user is considered in Stealth to the target.

Special Action: By paying +20% of the chakra cost, the user has a 36%/40% chance to remain in Stealth if they would be removed from stealth for any reason for the duration of the round.

Notes:
- Once the user is considered in Stealth, normal Stealth rules apply.
- This technique can only be used once successfully per round.
- The target gains +1 resistance to this technique every time they are successfully effected by this technique. This stacks with multiple users using this technique on the same target.
- Special Action may only be used while in Stealth. If they player is removed from stealth after the special action was used during that round, the effect is over. If the special action % chance happens and the player remains in stealth, its possible for the % chance to happen again.

Rank 1 Cost: 1045Cp
Master Rank Cost: 1235Cp

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

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

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

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


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

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

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

Rank 1 Cost: 500 Cp
Master Cost: 620 Cp

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


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

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

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

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

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


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

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

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

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

Mask Summon - D Rank - Mastered
Concealing ones identity is important to all ninja, but a necessity to an Anbu. This technique was created as a result of that to allow the user to instantly summon some type of mask over their face.

Information
Prerequisites: D Rank

Rank 1: The user may summon their mask to conceal their identify. The mask may block 1 Called Shot to their Head before breaking.
Master: The user may summon their mask to conceal their identify. The mask may block 2 Called Shots to their Head before breaking.

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

Notes:
- Does not require handseals.
- May only be used once per round. Recasting simply restores the mask condition.
- Rp wise, a player may already be wearing a mask but they do not receive the Called Shot bonus until this technique is activated.
- The user may still dodge the attack, the Mask only blocks an attack that would hit.
- If the user has the Strategist ability, they may utilize a slot to activate this Jutsu prior to battle.


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

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

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

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

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


Snapshot - C Rank - Mastered
A surveillance technique used by the Anbu to 'record' an event down to the tiniest detail. When stored, the user is able to clearly recall their recording as if looking at a picture/video, and is able to share these memories with others. This is often done through creating a projection made of chakra, or by tapping their target to share their recorded memory directly into the mind of the target through genjutsu. Images (but not videos) even record the chakra signature of a target, which can be stored for later use, such as helping to detect a target known for physical disguise.

Rank 1: Records a mental video of the thread; this only records what the user witnesses during a thread (it is their memory). Requires awareness of the target.
Master: The user may now retain up to 3 Snap Shot memories.

Cost 1 AP, 450 CP

Notes:
- This Jutsu does not require handseals, and is always a hidden action.
- This Jutsu is primarily for IC purposes, can be used in battle to thoroughly record the details of the battle.
- The user may only have a single Snapshot memory saved at a time (this remains until removed). Reusing the technique deletes the previous memory. This is increased to 3 memories when mastered.
- Rank 1 records the targets appearance at the time of use, and their chakra signature. Each characters chakra signature is unique, and will never change under any circumstances. All paths of a Rikudo Sennin share the same chakra, and have a single Chakra Signature (the 'original' RS user).
- At all ranks, the user may choose to share the memories recorded by this jutsu with others. This simply allows them to view the recording.
- At all ranks, the user may choose to transfer a recording to another, filling one of their memory slots but removing it from their own.
- If someone is dead or KO'd, their snapshot memories may be viewed/transferred/removed regardless of whether they give permission or not (cannot be done in battle).


Chakra Sense - C Rank - Mastered
A jutsu known for making the Anbu fierce trackers, this technique allows the user to sense the presence of a target by tuning into their chakra signature. There is two methods to this technique, one in which the user attunes their chakra to another nearby target, and another in which the user is in possession of an object previously owned by the target. The former has a reduced range of only the general area, but the later has a range capable of tracking throughout an entire region. In either case, only the general location of the target is known to the Anbu.

Rank 1: The user locks onto a single target, gaining +1 Awareness against them. The user has a 10% chance to Auto-detect the target.
Master: The user locks onto a single target, gaining +2 Awareness against them. The user has a 15% chance to Auto-detect the target.

Special Action: Once per round, the user may swap the current lock-on target to anyone they currently have a Snap Shot memory of (Rank 1), as a free action.

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

Notes:
- Lasts up to three rounds.
- This uses Nin Accuracy to 'lock-on' to a target.
- The user may only have Chakra Sense activated on one person at a time.
- The auto-detect chance allows the user to automatically succeed an Awareness roll, such as when the victim creates a clone or enters stealth. If the user already has this effect they only gain half the bonus.
- This technique may be used outside of battle to track a target to their Village/IV Zone/Area. The user must ICly obtain a possession of the target through Rp to use this effect; this must have council approval to have a valid 'possession'.
- This possession must be relevant to their character somehow; such as a blood sample, a headband, a melee weapon (Projectile weapons are discarded and not particularly relevant). It cannot be something like a used tissue or stray strands of hair.
- A Snapshot (Rank 1) memory of the target may count as a possession.


Active Camo - C Rank - Mastered
A stealth technique taught to the Anbu that cloaks the user in chakra that prevents the user from making background noise such as footsteps, breaking twigs, or even the fluttering of their clothing, and causes their clothing to blend into their environment by matching the surroundings.

Rank 1: While active, the user gains +2 Stealth.
Master: While active, the user gains +2 Stealth. Each time the user makes an attack, they have a 5% chance of being placed into Stealth after their attack.

Special Action: By paying +20% of the initiation cost, the user may overcharge the camouflage to treat them as in being in stealth. However, using this action, the user may not move or attack without dispelling this effect. This lasts for one full round, or until the user is removed from stealth. This requires a round of cool down after use.
Special Action: If this Jutsu is active when an effect would remove the user from Stealth (Such as them making a sneak attack or being hit with a Blind Shot), the user may choose to pay the maintain cost and reduce this Jutsu's rank to Rank 1 for the remainder of its duration instead of being removed from stealth. This effect may be used again when this Jutsu is rank 1, in which case this Jutsu will be dispelled and cannot be recast for a full round from that point.

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

Notes:
- Lasts up to three rounds
- While active, the users attempts to enter stealth can not be auto-detected.
- While active, the user will not give others in battle the +1 Awareness bonus from leaving Stealth mode.


Mental Infiltration - C Rank - Mastered
Originally an interrogation technique designed to make suspects relive questionable alibi's, the ANBU have learned to utilize this technique in the midst of combat to put their opponents in a trance of reverse hypnosis. This causes the victim's mind to recall past actions and events, and can interfere with their train of thought, easily causing them to believe they are at a previous point in time.

Rank 1: Deals 1090 damage at -3 Accuracy/DC. For a full round, the target has a 6% chance of repeating an action from the previous round.
Master: Deals 1360 damage at -3 Accuracy/DC. For a full round, the target has a 12% chance of repeating an action from the previous round.

Rank 1 Cost: 590 Cp
Master Cost: 730 Cp

Notes:
- May use Melee Accuracy or Gen DC.
- This technique does not require handseals.
- This Jutsu may only be used once per round successfully, and a target may only be effected by this every-other round.
- The user may choose any action the victim used in the previous round, otherwise a random action will be chosen. The user must have been aware of an action to choose it.
- This chance is checked individually each time a target performs an action, but may only be successful once.


Incapacitate
- B Rank - Mastered
A common technique for ANBU elites who prefers capturing their targets rather than outright killing them. While having various methods, this technique allows ANBUs to abuse and severely worsen the pain of their pretty, preventing them from performing several actions for a noticeable amount of time to the point they would surrender from the pain.

Rank 1: The user strikes the target for 1800 damage. This jutsu gains +2.5% Damage and +.5 Accuracy (stacking twice max) for every Broken Limb the target has.
Rank 2: The user strikes the target for 2200 damage at +1 Accuracy. This jutsu gains +5% Damage and +1 Accuracy (stacking twice max) for every Fractured Limb the target has.

Special Action: Calculated Destruction - By reducing the base damage of this technique by -15%, the user may give this jutsu a 35% chance to cause the 'Crush' effect.

Rank 1: 730 CP
Rank 2: 620 CP

Notes:
- Calculated Destruction can only be used once per round
- This is a Ninjutsu but may be used with Ninjutsu, Melee, or Ranged Accuracy
- The 'Crush' effect causes suppression and raises the called shot level of a single limb chosen at random.


Intangible Passage - B Rank - Mastered
A defensive technique that creates a barrier resistant against many forms of chakra techniques, however does not block physical objects. This barrier can be easily passed through once created, though doing so drains the target of their chakra upon contact with the wall. This jutsu has a wide variety of use, such as containing prisoners with chakra capabilities, protecting buildings of important during an invasion, or simply as a barrier to block ninjutsu.

Rank 1:
Creates a barrier that has 2000 Hp. The barrier blocks against attacks that use Ninjutsu Accuracy and Genjutsu DC. Melee Accuracy attacks pass through the barrier but attacker has a 21% chance to lose Cp equal to the amount of damage done.
Master: Creates a barrier that has 2500 Hp. The barrier blocks against attacks that use Ninjutsu Accuracy and Genjutsu DC. Melee Accuracy attacks pass through the barrier but attacker has a 28% chance to lose Cp equal to the amount of damage done.

Special Action: By paying +20% Cp, this may be used reflexively to block a single attack. If used this way the barrier gains +10% Base Hp, but cannot be maintained. The chance of melee attacks taking Cp damage increases by +14%. Cannot be used reflexively against Genjutsu.

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

Notes:

- Lasts up to three rounds.
- Protects against Elemental and Genjutsu (Illusionary) attacks.
- Barrier HP may be increased by Non-Elemental Buffs.
- While active, those protected cannot use Melee Accuracy or Elemental attacks without dispelling this Jutsu.


Shadow Servant - B Rank - Mastered
A technique that creates eerie, dark, ninja servants that emerge from dark shadows and corners. These minions assist their creator, despite being individually weak.

Rank 1: Creates a humanoid servant with an HP pool of 2600. The minion has 3 Ap and may attack with basic strikes for 1 ap dealing 530 Damage each.
Master: Creates a humanoid servant with an HP pool of 3250. The minion has 3 Ap and may attack with basic strikes for 1 ap dealing 670 Damage each.

Special Action - Customization: Upon creation, any of the following actions may be used;
- The user may create multiple creations (Up to 4). If done, the Base HP and Damage of the Minion is divided evenly among each Minion created.
- The user may add +10% Base Hp to a minion by lowering their secondary by 1 -or- add +1 secondary by lowering base Hp by 10. May stack up to three times.
- The user may increase the Minions base Damage by +5% by lowering their Accuracy by 1 -or- add +1 Accuracy by lowering base damage by 5%. May stack up to three times.
Special Action: By paying +20% Cp, the user may create a minion identical to the user, a Clone. If used this way, this Jutsu is treated as a Clone Jutsu. The user may not create any more than a single minion if this action is used.

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

Notes:
- This is a Creation Jutsu, unless the second special action is used in which case it is a Clone Jutsu.
- At all ranks, the minion has -3 of the users Secondaries.
- Creation Hp may be increased with Non Elemental Buffs.
- Any customization done applies to all minions created.
- The user may choose what accuracy type an individual minion has. They may choose between Melee, Ranged, or Ninjutsu Accuracy. The creations damage may be increased by the users buffs of this type (If Ninjutsu is chosen the user must choose a specific base element)


Searchlight - B rank - Mastered
A technique which creates a small sphere of chakra that hovers around in search of a target. Once a target has been found, the sphere releases a concentrated beam of bright light to illuminate the area it is centered upon.

Rank 1: Focuses a bright beam of light upon a target at -2 Accuracy. While active, the victim loses -2 Stealth and takes 660 damage. Stealth attempts made while effected have a 14% chance of failing.
Master: Focuses a bright beam of light upon a target at -2 Accuracy. While active, the victim loses -2 Stealth and takes 830 damage. Stealth attempts made while effected have a 21% chance of failing.

Rank 1 Cost: 880 Cp, 440 Cp/Rnd
Master Cost: 1100 Cp, 550 Cp/Rnd

Notes:
- Lasts up to 3 rounds, and requires a Nin check each round active.
- If the target avoids this technique, the light randomly searches for another target to focus on.


Physical Imprisonment Seal - A Rank - Mastered
A technique which scribes a seal that impairs the physical aspects of a shinobi. Moving slower, tiring faster, and hitting weaker, this removes a shinobis physical skill and coordination by impairing all muscles functions and reactions within their body, essentially sealing away all signs of their shinobi dexterity.

Rank 1: Scribes a seal upon the target at -3 Accuracy. The seal reduces a targets Dodge and Melee/Ranged Accuracy by -2. Additionally, all Taijutsu have a a 28% chance of being treated one rank lower.
Rank 2: Scribes a seal upon the target at -2 Accuracy. The seal reduces a targets Dodge and Melee/Ranged Accuracy by -3. Additionally, all Taijutsu have a a 28% chance of being treated one rank lower.

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

Rank 1 Cost: 2200 CP, 110 CP/Rnd
Rank 2 Cost: 2750 CP, 1380 CP/Rnd

Notes:
- Lasts up to three rounds
- Uses Melee Accuracy to scribe the seal, and a Ninjutsu check each round after the first.
- If a maintain check is resisted, the jutsu is not dispelled; its effects are negated for the round. It will remain until the round limit is reached or it is removed.


Body Bind - A Rank - Mastered
A technique allows the user paralyze and restrain their target with a simple look of the eye. Once in use, this freezes up and locks the muscles and chakra of a target, preventing them from moving or acting in any shape or form.

Rank 1: Stares at the target at -1 Accuracy.
Rank 2: Stares at the target at normal Accuracy, binding them with full paralysis.

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

Notes:
- This technique does not require hand seals, and is modded in the timing of 2 Ap.
- While bound, the victim cannot perform any action other than attempt to escape.
- The victim has a 15% chance to escape per 2.5 Ap spent.
- The bind is broken if the victim takes damage, or the user attacks the victim. (They have a -3 Dodge penalty to the attack aimed at them though)
- If the user takes more than 10% of their Max Hp in damage during a round, the bind is dispersed.
- If the user uses more than 10% of their Max Cp during a round, the bind is dispersed.


Flock of Shadows - A Rank - Mastered
A technique known among the ANBU, this jutsu allows the user to seemingly break apart when hit, their body splitting into multiple shadows which then take the form of crows or other animals/objects and merge together at a different location. Later usage allows the user to create temporary images of themselves upon using this technique, causing the user to appear to multiply each time one body is dispersed.

Rank 1: The user may reflexively auto-dodge a single non-Illusionary attack aimed at them. Upon use this also creates two Stationary Clones of the user which cannot dodge or attack, and disperse automatically when attacked or after a full round.
Rank 2: The user may reflexively auto-dodge a single non-Illusionary attack aimed at them. Upon use this also creates two Clones of the user with Secondaries equal to the user that cannot attack, but may dodge. These clones disperse automatically when attacked or after a full round.

Rank 1 Cost: 2.5 Ap, 1420 Cp
Rank 2 Cost: 2.5 Ap, 1640 Cp

Notes:
- This Jutsu is Activated Auto-Dodge
- May only use this technique every other round.
- Cannot be used on Genjutsu, while bound, or against successful sneak attacks.
- This technique does not count as a Clone Jutsu.
- There is no Clone check for the two clones created from this jutsu; it is automatic.


Black Barricade - A Rank - Mastered
A technique that seals off an area with a powerful wall of chakra; preventing both entry and exit for a limited time. Cut off from the outside world, those within are trapped until the barrier falls or the user is defeated. This technique is designed for use by an entire squad of Anbu, but can be used by a single person; though will be very taxing and not as thorough of a barrier.

Rank 1: Erects a large blockade around the perimeter of the battlefield. The user along with up to 3 other targets are trapped within at -2 Accuracy, and cannot enter or exit without a ninjutsu check.
Rank 2: Erects a large blockade around the perimeter of the battlefield. All in battle are trapped within at -2 Accuracy, and cannot enter or exit without a ninjutsu check.

Special Action - Tri-Flame Formation: This may be used by multiple allies at once, to a Max of 3 users, using the Ap timing of the slowest caster. This costs +30% Cp per ally involved, but divides the Cp cost equally among each performing it. If maintained by multiple users, there is no round limit and the technique cannot be dispelled unless no ally maintains it. All checks of this Jutsu (Including Accuracy) use the highest Nin Accuracy of the group +2, with an additional +2 bonus for each ally maintaining this Jutsu. If an ally wishes to join this technique after it has been used or they have dropped it, they must pay the Ap and Maintain cost of this Jutsu to join in; this cannot be done during the same round it had been dropped.

Cost: 3300 Cp, 1650 Cp/Rnd

Notes:
- Lasts up to two rounds. If maintained by multiple users this has no round limit.
- While active, those within cannot make Headset calls.
- Those inside the barrier cannot effect those outside it, and vice-versa.
- Once used, no one may enter or exit the barrier without succeeding in a Ninjutsu check against the user's +2.
- Attempts to enter/escape cost 1.5 Ap. if the user has +40% Non-Elemental buffs, this becomes 2 Ap. Up to 3 attempts may be made per round.
- This Jutsu always requires full handseals to initiate; regardless of any skills or abilities the user may have (Such as channeling or one handed seals).
- If the user uses more than 15% of their Max Cp during a round, the effects of this Jutsu are temporarily dispelled. If maintained by multiple users, this only removes the user from maintaining it until they recast the Jutsu through the special action. This limit is increased by +3% for each ally maintaining this Jutsu at once.
- If the Special action is used with the maximum of 3 Allies, then all attempts at joining the battle halt when 1 round remains on the timer, and will not continue unless less than four users maintain this Jutsu.
 
Re: Hyuuga Kishin

Uncalled For Shot - E-rank - Mastered
A dirty strike in which the user strikes quickly snapping a kick between the legs of a target.

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

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

Notes:
- This does not stack

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

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

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

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

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


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

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

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


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

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

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

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


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

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

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


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

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

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

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


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

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

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

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

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


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

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

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

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

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


Piercing Pinholder - A Rank - Piercing - Mastered
This technique can be performed a number of ways. But it requires the user to bind the target with some part of their body, usually an arm with a dagger digging in to get a firm grip, before they can decide what to do from that point.

Rank 1: Attempts to bind a single target at -1 Accuracy. Upon the target being successfully bound, each round there is a 36% chance for the target to take 4% of their Max HP.
Master Rank: Attempts to bind a single target at the Normal Accuracy. Upon the target being successfully bound, each round there is a 44% chance for the target to take 5% of their Max HP.

Rank 1 Cost: 1,760 CP, 880 CP/Rnd.
Master Rank Cost: 2,025 CP, 1,010 CP/Rnd.

Notes:
- This may last up to three rounds.
- Bound victim has a 15% chance to escape per 2.5 AP used.
- When bound, the victim cannot perform handseals or move. (Only handseal-less Ninjutsu/Genjutsu or actions not involving movement may be performed by the victim.).
- If the user takes more than 10% of their Max HP in damage during a round, this bind is dispelled.
- 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.)

Armor of Thorns - C Rank - Mastered
A technique that shrouds the user in a coat of nature chakra, manifesting upon themselves in the form of a wooden armor and thorny vines. This mitigates all damage and attacks aimed at the user as well as injuring those who venture too near.

Rank 1: Damage to the user is reduced by -5%. Additionally, melee contact with the user have a 18% chance of activating the 'Thorn' effect.
Master: Damage to the user is reduced by -10%. Additionally, melee contact with the user have a 24% chance of activating the 'Thorn' effect.

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

Notes:
- This Jutsu is a 'Chakra Armor'
- Melee contact as any action using melee jutsu used by or against the user.
- The 'Thorn' effect causes a melee attack used against the user to deal 20% backlash damage to the attacker. If this activates on the user's attack, it raises the victim's bleed level.
- All Fire-based techniques bypass the damage reduction.


Ingrain - C Rank - Mastered
A jutsu that allows the user to sap the nutrients from the enviroment, their chakra sinking into the ground and converting the surrounding nature into vitality. Though a reliable source of energy, this prevents the user from moving too much when attempting to absorb chakra through the ground, leaving them vulnerable.

Rank 1: The user buries there legs into the ground suffering a -3 Dodge penalty, but recovers 2% max Hp a round.
Master: The user buries there legs into the ground suffering a -3 Dodge penalty, but recovers 3% max Hp a round.

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

Notes:
- Lasts up to 3 rounds
- Counts as 'underground' for Earthborn's 'Care of the Earth'
- The user retains the dodge penalty during the round Ingrain's effect is dispersed.


Pit of Crimson Tears - B Rank - Mastered
A cruel technique which simultaneously uses Earth and Wood chakra to cause the groun to collapse into 14-foot deep pit filled with sharpened wood chips. And by sharp, it means really sharp; like thousands of mini razor-blades sharp. Once created, the pit becomes a dangerous trap just waiting to torture a very unfortunate victim...

Rank 1: Creates a sinkhole of razor sharp wood chips, with 2600 Hp. Each round within the sink-hole, the victim takes 1280 damage with a 14% chance of suffering the 'splinter' effect.
Master: Creates a sinkhole of razor sharp wood chips, with 3250 Hp. Each round within the sink-hole, the victim takes 1600 damage with a 21% chance of suffering the 'splinter' effect.

Special Action - Sparta Kick: While the pit is active, any person on the field may 'knock' a target into the pit. This attempt costs .5 Ap and uses melee accuracy with a -3 penalty.
Special Action: By paying 1 Ap, the user may choose to enter/escape the pit.

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

Notes:
- This is a 'Creation' Jutsu
- Lasts up to three rounds or until destroyed.
- Pit Hp and Damage may be increased with wood buffs.
- This jutsu does not target any victim initially; they must be knocked into the pit at a later point.
- Each round within the pit requires a Ninjutsu check against the user, with the user having a -3 penalty. If the victim succeeds, they escape the pit.
- An additional escape attempt may be made for 1 Ap. This may also be done in an attempt to enter the pit. Failed attempts deal damage equal to 30% of the pit's damage.
- The pit may only deal the per-round damage to a player once per round.
- The pit acts as a 'Barrier' separating those within the pit from those outside it. Those within the pit cannot target those outside it, and vice-versa until it is destroyed.
- The 'Splinter' effect causes all actions performed by a victim to have a 15% chance of raising their bleed level. This lasts a full round.


Evergreen Thicket - B Rank - Mastered
A jutsu that rapidly grows a thick amount of shrubbery around the user, bushes, trees, all full of thick leaves. What once could have been a clear battle ground now becomes a shrouded mess of nature, both concealing others and impairing the accuracy of any attacks.

Rank 1: The user covers an area with plantlife of varying sizes to effect up to 2 targets. Each round effected, the victim's have a 21% chance of 'Stumbling' each round during each check.
Master: The user covers an area with plantlife of varying sizes to effect up to 2 targets. Each round effected, the victim's have a 28% chance of 'Stumbling' each round. This jutsu has a 28% chance of activating the 'Sprout' effect during each check.

Special Action: By paying +20% Cp, the user may have this jutsu effect all in battle. This may only be done once the user has rank 2, and this Jutsu's effects are treated as Rank 1 due to spreading the forest growth.

Rank 1 Cost: 800 Cp, 400 Cp/Rnd
Rank 2 Cost: 1000 Cp, 500 Cp/Rnd

Notes:
- Lasts up to three rounds, and requires a Nin check each round active.
- This technique obscures view, giving -2 Accuracy to all attacks passing through the thicket (Attacks used by the victims or aimed at them), unless they are Level A+ AoE.
- 'Stumbling' causes an attacker to lose 1 Ap from suppression, and lowers their dodge by -2 for the remainder of the round. This may only effect a target once per round.
- The 'Sprout' effect allows this jutsu to be rerolled if it misses, or be treated as a full hit if it partially hit. If this jutsu is completely rerolled it is treated one rank lower.
- This may be dispelled by a lvl B+ Fire Jutsu.


Sleeping Forest - A Rank - Mastered
Perhaps the most impressive display of wood jutsu, this high level jutsu enables the user to use their chakra as a medium over the area, creating life and growing plants from even the driest patches of earth. Moss grows upon walls, vines emerge from cracks, and even the ground is overturned as thick trees tear through the ground. It is said that the user is one with nature, and capable of both sensing any within this forest and manipulating it to attack their enemies. As for the enemies...they soon find that the forest is very much 'alive' and are at risk of losing themselves within the constantly changing plantlife.

Rank 1: The user creates a forest, trapping three opponents within it. Actions used by the victim's have a 20% chance of suffering the 'lost' effect. The user gains +1 Awareness against the victim, and their actions against the effected have a 5% chance of being treated as sneak attacks.
Rank 2: The user creates a forest, trapping three opponents within it. Actions used by the victim's have a 28% chance of suffering the 'lost' effect. The user gains +2 Awareness against the victim, and their actions against the effected have a 10% chance of being treated as sneak attacks.

Special Action - Lost Woods: By paying +20% Cp, the user may have this jutsu effect all in battle. This may -only- be done while Evergreen Thicket is active with the special action to effect all within the battle. The effects of this Jutsu will be treated as if Rank 1 due to spreading the plantlife.

Rank 1 Cost: 2420 Cp, 1210 Cp/Rnd
Rank 2 Cost: 3030 Cp, 1520 Cp/Rnd

Notes:
- Lasts up to three rounds, and requires a Nin check at the start of each round for a target to be effected.
- Visibility is treated as 'Dark' while this jutsu is active to those effected.
- This jutsu does not stack with, and overwrites 'Evergreen Thicket'
- The 'lost' effect treats the victim's action as a 'blind shot' due to losing sight of the original target.
- This may be dispelled by a lvl A+ Fire Jutsu.


Wrath of Nature - A Rank - Mastered
The final technique that one is said to learn after becoming one with nature. By condensing the chakra around ones body, it is said that Mother Nature herself will give her blessings and transform those she deems worthy to fight for the forest. The user takes on a shape of there choosing that utilizes the very forest they strive to utilize.

Information
Prequisites: Wood Affinity, A-rank, four mastered wood Jutsu

Rank 1: The user is coated with pure wood, altering there appearance and size dramatically. The user suffers a -3 dodge penalty, takes -15% damage. Additionally, all their melee attacks are treated as the 'Wood' element and have a 20% chance of activating the 'Sprout' effect, and a 12% of activating the 'Leech' effect.
Rank 2: The user is coated with pure wood, altering there appearance and size dramatically. The user suffers a -3 dodge penalty, takes -20% damage. Additionally, all their melee attacks are treated as the 'Wood' element and have a 20% chance of activating the 'Sprout' effect, and a 20% of activating the 'Leech' effect.

Rank 1 Cost: 2420 Cp, 1210 Cp/Rnd
Rank 2 Cost: 3030 Cp, 1520 Cp/Rnd

Notes:
- Lasts up to three rounds.
- This jutsu is 'Chakra Armor'
- Melee attacks count as any action using melee Accuracy.
- If 'Ingrain' is active, this jutsu overwrites its dodge penalty. Additionally, the user regains an additional +1% Max Hp.
- If 'Sleeping Forest' is active, the user can bodyswitch with any chunk of wood in the forest. No longer requiring clones or karawimi targets.
- The 'Leech' effect restores the user with Hp equal to 30% of the damage done by the attack. This does not stack upon the user; it uses whichever was the highest amount.
- The 'Sprout' effect allows the attack to be rerolled if it misses, or be treated as a full hit if it partially hit. If the attack is completely rerolled it is treated one rank lower. A melee attack may only 'sprout' once per use.
- All Fire-based techniques bypass the damage reduction.

Sinkhole Fist - D Rank - Mastered
An earth technique that strikes with the power of the earth. The user channels chakra into their fist and strikes the ground, launching debris towards the target from the ground around them.

Rank 1: Strikes the ground, sending 3 spires towards the target. Each deals 230 damage at +1 Accuracy, with a 4% chance of causing the 'Crush' effect.
Master: Strikes the ground, sending 3 spires towards the target. Each deals 285 damage at +1 Accuracy, with a 5% chance of causing the 'Crush' effect.

Special Action - Spire Punch: By paying +20% Cp, the user may directly strike an enemy using melee accuracy. This only deals damage equivalent to only a single spire, but raises the called shot level of a single limb by 1.
Special Action - Sinkhole Wall: By paying +30% Cp, the user may instead use this Jutsu to create walls of debris around them. This blocks up to 790/990 physical, non elemental or elemental damage. This may be used reflexively, but may only effect a single action.

Rank 1 Cost: 220 CP to initiate
Master Cost: 270 CP to initiate

Notes:
- May only activate 'Crush' once per use.
- The 'Crush' effect causes suppression and raises the called shot level of a single limb chosen at random.


Earth Flow River - D Rank - Mastered
A technique that uses chakra to alter the composition within a small area, turning into into a messy stream of sticky mud. This mud is useful in throwing an enemy off balance and away from the user. Small and simple to escape, but this can often be used to trap victims for a good enough moment for a good attack.

Rank 1: Creates a stream of mud beneath the target at -1 Accuracy. While effected, the victim's actions that use melee accuracy or are reflexive have a 12% chance of failing.
Master: Creates a stream of mud beneath the target. While effected, the victim's actions that use melee accuracy or are reflexive have a 16% chance of failing.

Special Action - Mud Slide: By paying +20% Cp, the user may choose to use this reflexively against a single action with +1 Accuracy. This may only be done against an attack using melee accuracy. If used this way, this Jutsu has twice the chance of causing the Jutsu fail, but is dispersed at the end of the action.

Rank 1 Cost: 220 CP to initiate
Master Cost: 300 CP to initiate

Notes:
- Lasts up to two rounds, and requires a Nin check each round active.
- While effected, the victim cannot auto-dodge.


Mud Clone - D Rank - Mastered
A skill which creates a clone of the user composed entirely of mud. This Mud clone is much weaker than standard clone techniques, and is unable to harm a target in any way. They do, however, disperse into a thick gooey mud when struck and have the ability to reform; making them useful for creating a distraction.

Rank 1: Creates a clone with secondaries equal to -9 of the users.
Master: Creates a clone with secondaries equal to -8 of the users.

Special Action - Mud Assault: The Mud Clone can attempt to tackle a target using melee accuracy to disperse into mud on them. Upon a successful hit, the clone disperses and will not regenerate the next round. This may be attempted once per round. This is considered a free action.

Rank 1 Cost: 270 Cp, 130 Cp/Rnd
Master Cost: 340 Cp, 170 Cp/Rnd

Notes:
- Jutsu can only be maintained for two Rounds.
- Once clones run out of Chakra, they disperse.
- Casting this jutsu while it is already active will remove the current use from the field.
- A Mud Clone disperses into mud when hit. If hit with Melee Accuracy, it disperses into Mud and automatically causes the attacker to lose -2 Dodge and be unable to auto-dodge; this effect lasts a full round and cannot stack. If dispersed by any other Accuracy type, the Mud clone will reform at the start of the next round.


Inner Earth Reflection Lure - C Rank - Mastered
A skill which allows the user to merge with the earth around them, sinking beneath the surface by using their chakra to hide themselves. This is useful in helping the user escape notice and avoid detection, and can be an excellent tactic to use with clones. Though the user is able to sneak away from sight by the target, they must reveal themselves in order to attack.

Information
Prerequisites: - C-rank

Rank 1: The user sinks into the ground, placing themselves into Stealth Mode upon using this Jutsu. While below ground, an attack must deal more than 1080 damage in a single action to expose them.
Master: The user sinks into the ground, placing themselves into Stealth Mode upon using this Jutsu. While below ground, an attack must deal more than 1350 damage in a single action to expose them.

Special Action - Double Decapitation: While underground, the user may pay 2 Ap and the initiation cost to attempt to pull a target below ground to bind them. This check is made at -5/4 Accuracy, and uses melee accuracy. When bound, the victim cannot perform handseals or move. This action is treated as a barrier to the bound target with Hp equal to this Jutsu's rank, and shields them from harm until the grounds HP is reduced to 0 (This damage does not have to be done by a single attack, unlike the normal use). This effect lasts a full round or until the victim is damaged.

Rank 1 Cost: 500 Cp, 250 CP/rnd
Master Cost: 630 Cp, 320 CP/rnd

Notes:
- Lasts up to three rounds, and requires a stealth check each round active.
- The amount of damage the ground may withstand may be increased with Earth buffs.
- Environment modifiers do not apply to the user while this Jutsu is active, unless it is beneficial to them.
- Any actions performed by the user while this is active causes a stealth check between the user and others in battle.
- The user may not target anyone other than themselves while this Jutsu is active; doing so dispels this Jutsu, but allows the user's action to be treated as a sneak attack.
- This jutsu is modded as if costing 4 AP (If successful, the user gets 2 AP's worth of time added to the end of his/her round). If the user takes damage equal to 10% of the Max Hp during this time, this jutsu fails.


Earthen Coating - C Rank - Mastered
An Earth Technique in which the user absorbs the hardest minerals in the ground, hardening their skin to steel-like quality which grants protection from most attacks...though this has a weakpoint against lightning techniques. The absorption of minerals causes the user's skin to darken to an earthy color while this is active.

Rank 1: The user takes -10% damage. Attacks against the user have a 6% chance of activating the 'Density' effect.
Master: The user takes -10% damage. Attacks against the user have a 12% chance of activating the 'Density' effect.

Rank 1 Cost: 450 CP to initiate, 230 Cp/Rnd.
Master Cost: 560 CP to initiate, 280 Cp/Rnd.

Notes:
- Lasts up to three rounds.
- This Jutsu is 'Chakra Armor'
- While active, the user suffers -2 Dodge and cannot auto-dodge.
- Lightning-based damage is uneffected by this Jutsu.
- The 'Density' effect lowers all damage taken by half. This overwrites any other DR. This does not apply to Lightning-based damage.


Rock Golem - C Rank - Mastered
This technique allows the user to create an animated creature composed of rock, created either from within the user's own body and expelled through their mouth or from a nearby source. Though the shape and size differ between user's, this creation always has a sufficient amount of physical strength and durability, making it useful both as a fighter or as a mobile shield.

Rank 1: Creates a golem with 2110 Hp. Golem attacks deal 540 with a 6% chance of suppression.
Master: Creates a golem with 2630 Hp. Golem attacks deal 675 with a 8% chance of suppression.

Special Action - Stone Guard: For the cost of 2 AP the Golem may act as a barrier for the user. The Golem disperses upon blocking a single technique. This may be used reflexively.
Special Action - Golem Crush: For the cost of 2 AP, the Golem's, this deals 860/1080 damage to two targets, with a 12%18% chance of activating the 'Crush' effect.

Rank 1 Cost: 500 Cp, 250 CP/rnd
Master Cost: 630 Cp, 320 CP/rnd

Notes:
- This is a Creation Jutsu.
- The golem has secondaries equal to -5 of the users.
- Golem Hp and Damage may be increased with Earth buffs.
- This Golem has 2 Ap, and strikes with it cost 1 Ap and may use Melee/Ranged/Nin Acc.
- The 'Crush' effect causes suppression and raises the called shot level of a single limb chosen at random.


Weighted Rock Technique - B Rank - Mastered
An Advanced Earth Technique that allows the user to add or subtract the weight of a touched object. This Jutsu allows free manipulation of the touched object, such as decreasing its weight to allow easier movement, or altering the weight of an attack to either soften or strengthen the force of impact.

Rank 1: Allows the user to give themselves either; +2 Dodge at the cost of -10% physical damage, -or- +10% Physical damage at the cost of -2 Dodge.
Master: Allows the user to give themselves or an ally either; +2 Dodge at the cost of -10% physical damage, -or- +10% Physical damage at the cost of -2 Dodge.

Special Action: Once per round, the user may swap the effect of this Jutsu for .5 Ap; this may be done reflexively.

Special Action: This may be used reflexively to reduce the damage of a single Taijutsu attack targeting them, reducing its damage by 40%/50%. The user cannot dodge the attack if this is used, however.

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

Notes:
- Lasts up to three rounds, and cannot stack
- This Jutsu may only be used once per round


Bedrock Coffin - B Rank - Mastered
An defensive-offensive earth technique that allows the user to pull up a slab of rock as a shield, and then launch the stone wall at high ramming speed towards a target. This Jutsu conveniently acts for as a shield and a weapon when used normally, or can be extended to create multiple walls of cover to protect allies simultaneously.

Rank 1: Creates a barrier with 1800 Hp that blocks a single attack, then is launched at the attacker to deal damage equal to 1/3 its remaining Hp.
Master: Creates a barrier with 2250 Hp that blocks a single attack, then is launched at the attacker to deal damage equal to 1/3 its remaining Hp.

Special Action: The user may pay +20% Cp to cast this Jutsu as an AoE barrier, protecting two targets. Using this action will not attack an enemy.

Rank 1 Cost: 730 Cp
Master Cost: 910 Cp

Notes:
- This Jutsu's attack uses Ninjutsu Accuracy
- Barrier Hp may be increased through Earth buffs
- Defends against physical, non-elemental, and elemental attacks


Antlion Sinkhole - B Rank - Mastered
A jutsu which allows the user to manipulate the ground with chakra, both softening and manipulating it for the purpose of literally swallowing up their targets. Once caught, the victims are slowly pulled to the center of a quicksand-like sinkhole, making them prime targets to be picked off easily.

Rank 1: Targets up to two targets at -2 Accuracy. Upon hit, those affected are considered as a single target to the user's next Non-Genjutsu Attack.
Master: Targets up to three targets at -2 Accuracy. Upon hit, those affected are considered as a single target to the user's next Non-Genjutsu Attack.

Rank 1 Cost: 730 CP
Master Cost: 910 CP,

Notes:
- Lasts for a full round or until the user attacks one of the affected targets.
- Targets affected cannot be targeted again by Antlion Sinkhole for the next 2 full rounds.


Fist of Gaia - A Rank - Mastered
By encasing their arm in rock, the user can deal a powerful hardened punch against an opponent while simultaneously being protected from actual direct contact with their target. Useful in striking enemies encased with some type of chakra armor.

Rank 1: Strikes at -2 Accuracy to deal 4840 damage. This Jutsu has a 20% chance to crush the targe.
Master: Strikes at -2 Accuracy to deal 5780 damage. This Jutsu has a 28% chance to crush the target.

Special Action: By paying +20% Cp, the user may use the Inner Earth Reflection Lure Special Action upon the target of this attack; this would be modded instantly after this attack, with all costs paid normally (The user does not have to be underground). This action may only be used upon a target once per battle.

Rank 1 Cost: 1980 CP to initiate
Master Cost: 2480 CP to initiate

Notes:
- Uses Melee Accuracy
- If the target has any effects that effect the user upon being hit (Such as causing backlash or debuffs when attacked), they do not apply to this attack.
- The 'Crush' effect causes suppression and raises the called shot level of a single limb chosen at random.


Earthen Magnitude - A Rank - Mastered
A powerful earth jutsu that creates a powerful earthquakes, destroying the targeted area in a large upheaval of earth and debris. The ground cracks and shakes, easily throwing enemies off balance and in many cases, crushing their legs due to fissures and chunks of stray debris.

Rank 1: Creates a powerful earthquake that deals 3870 damage at -2 accuracy to three targets. This has a 28% chance to cause the 'Fissure' effect.
Master: Creates a powerful earthquake that deals 4620 damage at -1 accuracy to three targets. This has a 36% chance to cause the 'Fissure' effect.

Rank 1 Cost: 2640 Cp
Master Cost: 3030 Cp

Notes:
- The 'Fissure' effect causes the victim to lose -1 Ap, and have the called shot level of both legs increased by 1. This effect may only effect a target once per round.
- This Jutsu always requires full handseals; regardless of any skills or abilities the user may have (Such as channeling or one handed seals)


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

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

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

Rank 1 Cost: 100 Cp
Master Cost: 120 Cp

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


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

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

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

Rank 1 Cost: 90 Cp
Master Cost: 110 Cp

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


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

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

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

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


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

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

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

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

Rank 1 Cost: 215 Cp
Master Cost: 240 Cp

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


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

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

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

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

Rank 1 Cost: 540 Cp
Master Cost: 620 Cp

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


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

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

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

Rank 1 Cost: 405 Cp
Master Cost: 480 Cp

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


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

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

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

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


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

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

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

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

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

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

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

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

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

Rank 1 Cost: 655 Cp
Master Cost: 820 Cp

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

Water Whip - D Rank
A technique which forms a long tendril of water that is shaped and reinforced with chakra, to the point where this technique is as strong as steel and can cut through many materials. This tendril can be wielded like a long whip to strike opponents.

Rank 1: Strikes with a condensed stream of water that deals 720 damage with a 8% chance of bleeding and suppression.
Master: Strikes with a condensed stream of water that deals 900 damage with a 12% chance of bleeding and suppression.

Special Action - Water Snare: This technique may be used as a called shot, taking on called shot penalties. If successful the tendril wraps around the limb of a target (Arms or legs only) and increases called shot level by 2 ranks. This does not stack, and lasts up to two full rounds or until dispersed.

Special Action - Water Weapon: The user may maintain this jutsu to create a weapon made out of water. If they do they create a weapon which automatically has the Special Composition: Water augment.

Rank 1 Cost: 240 Cp to initiate, 115 CP/round to maintain.
Master Cost: 300 Cp to initiate, 140 CP/round to maintain.

Notes:
- May use Melee or Ninjutsu Accuracy.
- Water Snare requires a Nin check at the start of each round, and attacks on the victim have a 40% chance at dispelling this effect. This effect may be escaped for .5 Ap.
- If the Water Weapon Special Action is used then Water Whip is a Weapon Creation Jutsu. The Special Composition: Water augment counts against the maximum number of equipped augments and may not be changed.


Aqua Fang - D Rank - Mastered
A technique that upon use forms a sharp tendril of water through chakra. This tendril rapidly spins like a drill, and can be used to pierce targets. The pressure behind this technique is strong enough to cut through weaker materials.

Rank 1: Creates a tendril of spiraling water that deals 685 damage at +1 Accuracy. This has a 12% chance of activating the 'Pierce' effect.
Master: Creates a tendril of spiraling water that deals 855 damage at +1 Accuracy. This has a 16% chance of activating the 'Pierce' effect.

Special Action - Aqua Twin Fang: By paying +20% Cp, the user may split the damage equally into two separate attacks. Each retains a chance of the Pierce effect.
Special Action - Spiral Charge: By paying +10% Cp and lowering Accuracy by -1, the user may increase the chance of 'Pierce' by +4%. This may stack up to 3 times.

Rank 1 Cost: 215 Cp to initiate
Master Cost: 270 Cp to initiate

Notes:
- The 'Pierce' effect ignores DR, and destroys barriers, and increases bleeding by 1 level. This does not effect barriers of a higher level than this Jutsu.


Rinse Off - D Rank - Mastered
A refreshing splash of water in the face can keep one sharp and keep their reflexes at peak. It's good for washing off anything that might be bothering you, too.

Rank 1: Splashes self or ally with water, putting out all lingering effects from fire jutsu that effect them. The next Fire Jutsu that hits them within a full round deals -10% damage and has a -4% chance to any secondary effects.
Master: Splashes self or ally with water, putting out all lingering effects from fire jutsu that effect them. The next Fire Jutsu that hits them within a full round deals -15% damage and has a -8% chance to any secondary effects.

Special Action - Water's Grace: By paying +20% Cp, the user may remove the Fire damage debuff and instead allow this Jutsu to reduce Bleeding by 1 rank -or- heal 1 rank of called shot debuffs with a 12%/16% chance of healing another. This may only be done once per round.

Rank 1 Cost: 240 Cp
Master Cost: 300 Cp

Notes:
- This does not stack.
- This does not dispel effects from level B+ Fire Jutsu, but may reduce their damage and effect chance.


Rain Dance - C Rank - Mastered
A jutsu that uses chakra to create a downpour of rain. This rain provides fresh water for use with water jutsu, weakens the strength of flames and puts out weaker fires entirely, among other effects such as distorting electricity.

Rank 1: Creates a downpour in the area, giving all Water-based jutsu -10% chakra cost and +4% chance of activating secondary effects. Fire-based damage have a 12% chance of dealing -15% base damage, and Lightning-based damage have a 18% chance of causing 20% backlash damage to the user.
Master: Creates a downpour in the area, giving all Water-based jutsu -15% chakra cost and +6% chance of activating secondary effects. Fire-based damage have a 18% chance of dealing -15% base damage, and Lightning-based damage have a 24% chance of causing 20% backlash damage to the user.

Rank 1 Cost: 450 Cp, 230 Cp/Rnd.
Master Cost: 560 Cp, 380 Cp/Rnd.

Notes:
- Lasts up to three rounds.
- This applies to the user, and any Water/Fire/Lightning based attacks directed at the user.
- These effects apply not only to the base elements, but to any advanced element with the specific element as a Major. Blood jutsu would be treated as water, while Plasma would be treated as Fire.
- The Water effects only apply to Ninjutsu; however the Fire/Lightning debuffs may apply to any water based damage including weapons dealing elemental damage.
- This Jutsu is negated while Heat Wave is active.

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

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

Rank 1 Cost: 100 Cp
Master Cost: 120 Cp

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


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

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

Rank 1 Cost: 90 Cp
Master Cost: 110 Cp

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

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

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

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

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

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


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

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

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

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

Rank 1 Cost: 240 Cp
Master Cost: 300 Cp

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


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

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

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

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


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

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

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

Rank 1 Cost: 870 Cp
Master Cost: 1090 Cp

Notes:

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


Lightning Beast - B Rank - Mastered
A jutsu that a beast-like figure of lightning that runs and strikes at an opponent. This technique remains connected to the user's hand by a stream of lightning, enabling them to control and direct the beast's movements once it is released.

Rank 1: Creates a hound-like figure of lightning that deals 1900 damage at +1 Accuracy. If this jutsu misses, it has a 21% chance of being rerolled.
Master: Creates a hound-like figure of lightning that deals 2250 damage at +2 Accuracy. If this jutsu misses, it has a 28% chance of being rerolled.

Special Action: By paying +20% Cp, the user may allow this jutsu to target an additional enemy. However, this jutsu only deals 80% of the base damage with a -7% chance of being rerolled.

Rank 1 Cost: 660 Cp
Master Cost: 730 Cp

Notes:
- The user may choose when this technique strikes during a round, or delay it until the next round. Only one use may be active at a time.


Thunderdome - A Rank - Mastered
Gathering every bit of electricity from the surrounding area, the user causes a giant dome of electricity to encapsulate an area. The dome traps all within it's radius, escape becoming near impossible. Only the most powerful technique are capable of destroying this dome, and those that fail cause a backlash reaction that zaps the would be attackers with lightning.

Rank 1: Creates a dome of Lightning with 5280 Hp that attempts to trap 3 targets at -4 Accuracy. The dome shocks any who attack it (Checked using the user's Nin Acc), dealing backlash damage equal to 15% to the attacker with a 28% chance to 'Stun' them.
Rank 2: Creates a dome of Lightning with 6600 Hp that attempts to trap 3 targets at -3 Accuracy. The dome shocks any who attack it (Checked using the user's Nin Acc), dealing backlash damage equal to 20% to the attacker with a 36% chance to 'Stun' them.

Special Action: The user may choose to entrap themselves within the Dome at no extra cost. The user may attempt to exit/leave the Dome for 1.5 Ap; this is modded in the timing of 3 Ap. If the user takes 10% of their Max Hp in Damage, then they cannot leave/enter.

Rank 1 Cost: 2420 Cp, 1210 Cp/Rnd
Rank 2 Cost: 3030 CP, 1520 CP/Rnd

Notes:
- Lasts up to two rounds or until destroyed. This requires a Ninjutsu check each round maintained.
- Once used, no one may enter or exit the dome until it is destroyed, or succeeding in a Ninjutsu check against the user's +2.
- Attempts to enter/escape cost 1.5 Ap. Failed attempts deal 3% Max Hp damage and 'Stun' the target.
- Those inside the dome cannot target those outside it, and vice-versa (Doing so is treated as a Blind Shot).
- HP of the dome can be boosted by Lightning buffs. The dome recovers 25% of its Max HP at the beginning of each round.
- This Jutsu always requires full handseals; regardless of any skills or abilities the user may have (Such as channeling or one handed seals).
- The 'Stun' effect lowers the victim's dodge by -2 and prevents them from auto-dodging, as well as give the attacks +1 critical chance.


Kirin - A Rank - Mastered
An extremely powerful lightning technique that is said to strike quicker than a blink of an eye. This jutsu channels the power of a massive storm into a single, condensed blast of Lightning in the form of a large dragon that strikes down and virtually destroys a large area with its great strength. However, generating the storm required for this jutsu gives this jutsu a sizable delay before it is completed.

Rank 1: Upon use, this Jutsu creates a storm in the sky that does not strike until the end of the following round. This storm can be strengthened or weakened during the time it is being generated. This deals 3080 initial damage to all within the battle, and has a 36% chance to dispel barriers/clones/creations.
Rank 2: Upon use, this Jutsu creates a storm in the sky that does not strike until the end of the following round. This storm can be strengthened or weakened during the time it is being generated. This deals 3850 initial damage to all within the battle, and has a 44% chance to dispel barriers/clones/creations.

Rank 1 Cost: 2200 Cp
Rank 2 Cost: 2750 Cp

Notes:
- This jutsu may only be used once per battle. This Jutsu does not strike until a full round after use.
- This Jutsu always requires full handseals; regardless of any skills or abilities the user may have (Such as channeling or one handed seals).
- Once the storm is created, it may be targeted by jutsu; though only Fire, Lightning and Wind based jutsu have any effect upon it. Jutsu used upon the storm cannot miss it.
- Fire jutsu used upon the storm strengthen it; half of the Fire jutsu's base damage is added to Kirin's base damage. (This may be increased up to 5720/7150 base damage)
- Lvl C+ Lightning Jutsu used upon the storm grant it +1.5 accuracy, up to +4.5 Accuracy.
- Wind jutsu used upon the storm disrupt it; lowering its damage by 40% of the wind jutsu's base damage as well as giving it -1 Accuracy.
 
Name: Living In The Stix
Effect: A home for those less bound. Living on the go or in a place where less permanent adobes abound, having to create a place with 4 walls and a roof quickly or temporarily can change ones outlook and future. This creates a home from stone, dirt and wood. Or if a crystal user is around, a home made of glass. Just don't cast stones within.


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

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

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

--

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

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

--

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

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

--

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

Rank 1: Unarmed Taijutsu attacks deal -10% Damage, but gain +1 Critical, and +4% Called Shot chance. Additionally, a full hit from an Unarmed attack has a chance of inflicting Internal Bleeding.
Rank 2: Unarmed Taijutsu attacks deal -10% Damage, but they gain +1 Accuracy, +1 Critical, and +6% Called Shot chance. Additionally, a full hit from an Unarmed attack has a chance of inflicting Internal Bleeding.
Rank 3: Unarmed Taijutsu attacks deal -10% Damage, but they gain +2 Accuracy, +1 Critical, and +8% Called Shot chance. Additionally, a full hit from an Unarmed attack has a chance of inflicting Internal Bleeding.

Notes:
- This style can only be used while an Unarmed weapon is equipped.
- All CP costs are increased by 10% while active
- The chance of inflicting Internal Bleeding overwrites any other chance of inflicting Bleeding the attack may have. The chance of inflicting Internal Bleeding is half the chance of standard bleeding, and any bonuses that increase this chance are also halved. The chance of inflicting Internal Bleeding caps at 25%.
- Internal Bleeding is treated as standard bleeding (it does not stack with it), and is 'hidden' during a mod. For the purpose of removing/resisting/lowering Bleed ranks, each rank of Internal Bleeding counts as two standard Bleed ranks.

--

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

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

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

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

--

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


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

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

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

--

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

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

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

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

--

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

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

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

Note(s):
- Does not count as melee contact.

--

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

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

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

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

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

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

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

 

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