recursal/Fanatic-Fandom huggingface dataset:
EX-010: Character Size

## What is Character Size?

A character's size will determine specific effects and weights of the individual. These can alter things such as 'movement effects' and capability of binding and performing Crowd Control effects onto another target amongst various other things. These are, however, in relation to one another as a Medium Sized creature (e.g. A Shinobi) may have an easier time grabbing a Tiny Sized creature than they would a Massive or Gigantic Sized Creature.

## Standard Shinobi Size

All shinobi, Player Characters, and NPCs will be Medium Size. Though, there will be some skills that the user may use to alter their size. The modifiers will be applied to that new size temporarily, only while in their size. If HP is added, that will be added as a temporary HP pool -- having that HP pool added to the user's HP (which will be harmed first, before the user's core HP stat) and will not be carried over once the user is no longer that size.

## Character Size Chart with Examples

**NOTE**: HP Modifiers will only adjust the BDY stat in terms of HP calculations and not for other uses of the BDY Stat

## Size Affects

Rule of Thumb: A user may only affect a target of the same size tier and below with certain affects such as "Crowd Control", "Binds", "Movement Abilities", and "Grapples". This does not apply to any mental effects, only physical effects. Mental Effects will affect all sizes equally. There may be abilities, however, that will allow the user to manipulate sizes outside of their own.
Bullying the Bully

## Mission Overview

A mission has come in from a civilian. Her son, Nago, is being bullied by an Academy Student by the name of Aburame Yuka. While this won't reflect poorly on the Aburame, it's something we want to nip in the bud before it grows to something worse for the Aburame girl. Both are 8 years old and Aburame Yuka is constantly harassing Nago and simply bullying him. Nothing severe, mostly harsh and mean spirited pranks. Yuka comes from a loving family so nobody really knows why she is bullying Nago.

Maybe she has a crush on young Nago? Maybe something about Nago annoys her? The motive is relatively unclear.

## Mission Objective

Your objective is to stop Yuka's bullying of Nago and to discern the motive behind the bullying. No harm shall come to Yuka. Any physical harm to Yuka will result in Mission Failure, so keep that in mind. Sort out their problem. They don't have to be friends in the end, if they do - great, but get Yuka to stop bullying Nago.
006: Actions

## Action Points

Everyone, regardless of rank, is granted 2 Action Points per round. The user may use these 2 Action Points to perform various actions. Only Standard Actions will cost Action Points!

### Action Point Cost

The AP cost of actions may vary, but they generally use the following:

* Full-Use of an Item: 1 AP
* Basic Strike with Weapon/Cantrip/Puppet: 1 AP
* Shinobi Basics Ninjutsu: 1 AP
* Journeyman Ranked Jutsu: 1 AP
* Master Ranked Jutsu: 2 AP
* Ultimate Ranked Jutsu: 3 AP
* Contract Summoning: 3 AP

As there are exceptions, each action/jutsu will state who much AP will be required in order to use that action. If, and only if, the user has the required amount of AP will they be capable of using the action.

### Decimal AP

There will not be any decimal-point AP costs as that will simply over-complicate the battle system and increase the 'micro-management' of AP. Everything will remain in whole numbers for simplicity sakes.

### Carryover AP

The maximum AP the user may have, in any given round, will be 3 AP. However, in order to gain 3 AP, the user must have 1 AP left at the end of the round in order to gain 3 AP for the following round. This is due to everyone gaining 2 AP every round. If the user has 2 AP at the end of the round, they will still only have 3 AP for the following round. Carryover Actions (see Cast Time for more information) will still have their AP used from the last round, even if the action wasn't executed in that round.

### When is AP considered used?

AP is considered used when the user starts to cast their action. AP isn't considered used when the action is over -- that is chakra.

## **Action Types**

The amount of AP the user has may determine how many Standard Actions they may perform in a round. If the user has 3 AP, they may perform any combination of actions that will equal up to 3 AP (anywhere between 1 and 3 actions). However, every round the user will always have only 1 Bonus Action.
Kagutsuchi

**Enchantment**
**Bonus Damage**
**Action Type**: Standard Action
**Action Type**: Modify Bonus Action
**Action Type**: Standard Action
The user will create a Melee Ranged weapon (see Weapon creation rules). D and C Rank will create a Journeyman Ranked weapon while B and A Rank will create a Master Ranked weapon. This weapon cannot have Attachments, but will gain the following abilities:

**Throwing Fire**
**Category**: Offensive**Action Type**: Standard Action**Cast Time**: -3 INIT**Chakra Cost**: 3 ChakraThe user may perform a ranged Basic Strike to up to 3 targets. Targets hit will have a chance at being affected by [Black Fire]. DC is equal to the weapon's rank.
Animal Cursed Seal

* Curse: Stage 1
* Curse: Stage 2

**CHAKRA COST**
BDY and MND Average:
* Average of 12: 65% chance to enter Curse: Stage 2
* Average of 14: 70% chance to enter Curse: Stage 2
* Average of 16: 75% chance to enter Curse: Stage 2
* Average of 18: 80% chance to enter Curse: Stage 2
* Average of 19: 85% chance to enter Curse: Stage 2
* Average of 20: 90% chance to enter Curse: Stage 2

 **Backlash** | The user's NIN and GEN accuracy and damage are now both rolled at Disadvantage.

 **Backlash** | The user may not use any NIN or GEN while they are in this Cursed Seal Form. If the user performs a NIN or GEN, their action will be considered a failed action. The action will still be used, but nothing will happen.
EX-004: Barriers

## Types of Barriers

There are 3 types of barriers:

1. **Shields**: These are barriers that surround each target individually. Each target will have their own individual shield to protect them from harm. The target of the Shield Barrier is capable of free movement and aren't restricted with what techniques they may perform. The HP of each of these Shields will be rolled individually per target that they are protecting.
2. **Walls**: These are large barriers that protect a large number of targets. This barrier has a single HP pool. There is no movement between the inside of the Barrier and the Outside of the Barrier. In order to transfer between each sides of the barrier, the Barrier must be destroyed. AoEs targeting multiple targets protected by the Barrier will only take one instance of damage. Can be compared to a much larger Prison Bind.
3. **Instant Barriers**: These barriers only last for a single actions -- generally used as a Reflex Bonus Action. These barriers don't protect for much but it's better than nothing.

## Attacking a Barrier

When the attacker plans on attacking a target with a Barrier around them, the attacker will instantly deal damage to the Barrier before first. If the damage exceeds the barrier's HP, accuracy is rolled against the target(s). If the target(s) are hit, they are dealt the leftover damage and the attack will proceed as usual. However, if the damage does not exceed the Barrier's HP, no damage will be dealt to the target nor would any secondary effects take place. If the attack is a critical hit, the leftover damage is doubled.

If the attacker has 'Pre-Emptive Barrier Damage' this will deal damage before the actual attack. The Pre-Emptive damage isn't much, usually equal to the weapon's damage, but it helps with destroying barriers. This damage will be rolled independently of the actual attack and, unlike normal attacks, will have a 1d20 rolled -- This is strictly to see if the attack is a critical hit.

## Barrier Limits

A target may only have 1 Barrier on them at any time. If the target already has a barrier around them, new barriers will not replace the old barrier and will be considered wasted.
Goblin Cursed Seal

* Curse: Stage 1
* Curse: Stage 2

**CHAKRA COST**
BDY and MND Average:
* Average of 12: 65% chance to enter Curse: Stage 2
* Average of 14: 70% chance to enter Curse: Stage 2
* Average of 16: 75% chance to enter Curse: Stage 2
* Average of 18: 80% chance to enter Curse: Stage 2
* Average of 19: 85% chance to enter Curse: Stage 2
* Average of 20: 90% chance to enter Curse: Stage 2
Great Flame Flower

**Strikes** | 2
* For +1 Chakra, the user adds 1 target -- May use this up to 3 times per use.
* For +1 Chakra, the user adds +Xd1 to the base damage (each strike will do 1d9) -- May use this up to 3 times per use.
* For +1 Chakra, the user gains +1 Accuracy to this technique. May use this up to 3 times per use.
Giant Iron Fan

* **Weapon Weight**: Up to the user
* **Weapon Type**: Kenjutsu Only
* **Weapon Element**: Up to the user
* **Weapon Attachments**: At all ranks, only 1 Attachments.

* **Wind Jutsu Channeling**: The user may perform Wind Ninjutsu with this weapon equipped at the Cast Time of the Weapon. These Wind Ninjutsu will no longer cost Handseals as long as the jutsu are cast through this weapon.
Jinchuuriki

Vessels for terrifying and powerful creatures

## Requirements

In order to obtain the Jinchuuriki Kinjutsu, the user must have the following:

* C Rank
* A Proficiency in a Ninjutsu Element (or one of the advanced Elements) -- excluding Medical Ninjutsu and Sealing Ninjutsu.
* Write up a 2500 word RP (may be solo or not, but the user must have an RP of 2500 words) about how a Tailed Beast was sealed within the user.
* Afterwards, the user is required to create their Tailed Beast, as if it was a character.
Hunter-Nin

**Effect**: User gains a Quick Bonus Action "Hunter-Nin". This Quick Bonus Action is performed at Melee Range and scales off of the user's TAI Acc. If the target is hit, they are affected by [Tracker]. The ANBU gains +2 Accuracy against the target affected by [Tracker]. An ANBU is may only have 1 [Tracker] on at a time.
**RP Effect**: Targets affected by [Tracker] are now capable of being tracked by the ANBU that placed it upon them. Anywhere the target goes, the ANBU is capable of pursuing and will have IC excuse for knowing where the target is at all times. The Hunter-Nin is required to RP tracking their target, following them from place-to-place before being able to catch their target.
Explosive Tag

* **Remote Detonation**: Lasts indefinitely until the user performs the Bonus Action [Activate Tag]. May be thrown onto an object/target, using the user's action, requiring a TAI Accuracy at Long Range.
* **Proximity Detonation**: Lasts until impact is made upon the tag. May be placed using the user's action upon their Kawarimi Target (placed before using the Kawarimi Target) or upon their weapon. Upon impact, it will detonate. When used this way, it will be placed on the item.
* **Timed Detonation**: The user will set any time in the future to detonate. The user will set in how many rounds it will detonate and at what point on the Timeline it will detonate. May be thrown onto an object/target using their TAI accuracy at either Melee Range or Long Range.
Called Shot

The user performs a Called Shot on their target. When performing a Called Shot, the user must select their Called Shot Target.
**Level 1 Called Shot**: When attempting to inflict the target with Level 1 Called Shot in a Called Shot Target, the user will suffer -3 Accuracy on their Called Shot attack.
**Level 2 Called Shot**: The max level of a Called Shot. Must obtain Called Shot Level 1 in the Called Shot Target before the user can affect the target with Called Shot Level 2. The user will suffer -5 Accuracy on their Called Shot attack.
 **Lvl 2** | The target will now no longer be able to heal any level of [Bleed] until this status is fixed.
011: Coup de Grace

## Prerequisites for a Coup de Grace

The following conditions must be met before the Coup de Grace round can be performed:

1. **Not in a Village's Combat Arena**: A Coup de Grace may not be performed in a village's combat arena. All fights here are considered 'No Death Duels' and therefore, a Coup de Grace cannot be performed.
2. **Combat is concluded**: Once combat has come to a conclusion, all losers will be subject to a Coup de Grace.

## Coup de Grace Round

The Coup de Grace Round is directly after the last round of combat. This round is still considered to be part of combat and will still use Initiative to determine turn order. Those who are attempting to enter combat cannot join unless they would arrive on this turn. If they do not arrive this turn, they may arrive the following turn.

## Coup de Grace Choices

When making their choice, the user may RP this out without sending anything to the BM. The user must, however, state what they wish to do and to what target at the end of their RP post. The user may only select 1 choice. A target may only be affected by 1 Negative effect.

## Someone Joins during Coup de Grace Round

If someone ends up joining on the round that would be the Coup de Grace round, it would not be the Coup de Grace Round. The fight will continue as normal.

## Running after Coup de Grace

All members that are conscious that participated in the Coup de Grace are capable of fleeing directly after their Coup de Grace action. Once they have performed their Coup de Grace action, they are capable of [Leaving Topic]. Friendly targets that were [K.O.] and were brought back with the 'Resuscitate One Friendly' action are also capable of fleeing the same round. Friendly targets that were [K.O.] and were not brought back with the 'Resuscitate One Friendly' action will be left behind and will be subject to any punishments/retribution from those that will join in the following round. These, still [K.O.] members will not be subject to a Coup de Grace.

If the user does not specifically state they had [Leaving Topic], they will still be stuck in the thread.

## The Round After Coup de Grace Round

The round after the Coup de Grace round will return to being an RP. Those who stay may be subject to a flood of people joining the topic. This is probably not suggested as any number of people may join the topic. This can result in a Consecutive Battle.

## Consecutive Battle

Anyone who joins the thread after the Coup de Grace Round may begin a Consecutive Battle against the side that performed a Coup de Grace. The same Pre-Battle rules apply. If a BM is called, a Consecutive Battle is initiated. Anyone in the previous battle will retain the same HP, Chakra, status, etc etc from when the previous battle ended. If a consecutive battle starts with the [K.O.] friendlies still on the ground, they will still be treated as [K.O.] when the consecutive battle begins. The members who had left during the Coup de Grace will not be able to return to the battle.
Byakugan

* **Rank 1 Byakugan**: Unlocked at E Rank, the user gains +1 Taijutsu Accuracy and +1 AC.
Eyes Taken* If the user is E Rank and they get their Byakugan taken, the user cannot use their Byakugan. The user may get the Byakugan Implant as a replacement, however -- restoring their ability to use the Byakugan.
* If the user is C Rank and they get their Byakugan taken, the user may only use Rank 1 Byakugan. The user may get the Byakugan Implant as a replacement, however -- restoring their ability to use Rank 2 Byakugan.
Earth and Stone Dragon

## Summon Stats

### HP

**D Rank**:
**C Rank**:
**B Rank**:
**A Rank**:

### Chakra

**D Rank**:
**C Rank**:
**B Rank**:
**A Rank**:

### NIN

**D Rank**:
**C Rank**:
**B Rank**:
**A Rank**:

### BDY

**D Rank**:
**C Rank**:
**B Rank**:
**A Rank**:

### MND

**D Rank**:
**C Rank**:
**B Rank**:
**A Rank**:

### SPD

**D Rank**:
**C Rank**:
**B Rank**:
**A Rank**:

## Summon Abilities

### Passives

**C Rank**: Passive1
**B Rank**: Passive2
**A Rank**: Passive3

### Jutsus

**C Rank**: Jutsu1
**B Rank**: Jutsu2
**A Rank**: Jutsu3
Chains of Fantasia

**Duration** | **Bind**: 3 Rounds maximum
Once the target is removed from the bind, they will now suffer from the Called Shot penalties. Since these Called Shot penalties are affected by the mind, normal means of fixing these penalties will not work. The target is, essentially, stuck with these Called Shot penalties until the duration ends. This jutsu cannot be Cancelled
Crown Cursed Seal

* Curse: Stage 1
* Curse: Stage 2

**CHAKRA COST**
BDY and MND Average:
* Average of 12: 65% chance to enter Curse: Stage 2
* Average of 14: 70% chance to enter Curse: Stage 2
* Average of 16: 75% chance to enter Curse: Stage 2
* Average of 18: 80% chance to enter Curse: Stage 2
* Average of 19: 85% chance to enter Curse: Stage 2
* Average of 20: 90% chance to enter Curse: Stage 2
003: Combat Inventory

## Inventory Types

There are 2 types of Inventory:

1. **Total Inventory**: This is the total of everything that the user owns. This will be jutsu, consumables, etc as well as non-combat items. Everything created will be placed in the user's Character Sheet, with a link to it's creation and approval, while other shop-bought items will be stored in the user's site inventory.
2. **Combat Inventory**: This is what we are focusing on. This is a list of weapons, armor, accessories, consumables, containers, etc that the user will bring with them into battle.

## Declaring Combat Inventory

Upon submitting your information to the BM (Battle Master), you will have to submit your Combat Inventory. These will be items you have brought into battle with you and the only items you will be able to use during combat.

## Combat Inventory Slots

Everyone wills tart with 5 Combat Inventory Slots. The user may gain +1 Additional slots at D, B, and S Rank for a total of 8 Inventory Slots. The user may increase this with the Pack Mule Feature.

What goes into these slots?

* **Weapons**: Each weapon will take up 1 Inventory Slot. These weapons will start off as 'Unequipped'
* **Armor**: The user will be allowed to only bring in 1 piece of armor with them. This will take 1 Inventory Slot and will start off as equipped.
* **Accessories**: The user may bring with them any number of accessories. However, they may only wear 2 at a time. If the user brings more than 2 with them, they must state which 2 are equipped at the beginning of battle. Each accessory takes up 1 Inventory slot
* **Consumables**: The user may bring consumables with them. Each consumable has a number of uses. 1 item may have multiple uses and will only take up 1 Inventory Slot.

## Containers and Pockets

**Containers**: These are accessories and will be treated as such. Containers will have a varying number of slots in them and will state what kind of item they are capable of carrying. More often than not, they usually hold either weapons or consumables.

**Pockets**: These are generally armor attachments or are passives to the specific armor the user is wearing. These can hold a small number of items, usually consumables.

## All Things Displayed

Everything that the user brings with them will be displayed in the Mod. Everything but the contents of the user's Containers or Pouches. Everything displayed will be subject to Disarm
360 Degree Vision

* The user will now be able to see all around them, except for their Blind Spot. The user will be no longer have Stealth Attacks have their accuracy rolled at Disadvantage. The user will also be able to perform Reflex Bonus Actions against Stealth Attacks.

Targeting Blind Spot
If the attacker has the Called Shot Feature, they are capable of targeting the Blind Spot with a Single Target -- Single Strike or Single Target -- Multiple Strikes attack. If the attacker succeeds the Called Shot, their attack will not trigger a Reflex Bonus Action
Disarm

The user performs a Called Shot on their target's currently equipped gear. When performing a Disarm, the user must select their Disarm Target.
 **Break Weapon** | If the target is Dual Wielding, the user must state which weapon to break. Upon a single successful attempt to Break Weapon, the target's currently equipped weapon will be affected by [Cracked].
 **Break Armor** | Upon a successful attempt to Break Armor, the target's armor will be affected by [Cracked].
 **Break Accessory** | When attacking a target wearing multiple accessories, the user must select which Accessory to break. Upon a single successful attempt to Break Accessory, the target's accessory will be affected by [Cracked].
 **Other Items** | Other items will work in the same manner to breaking weapons, armor, or accessory. It will be stated if it can be targeted and destroyed.
Cat Wrangler

* Kakyo, the cat
* Fukubuki-san

## Mission Overview

The client, Fukubuki-san, has come to us with a mission. This mission isn't dangerous and would be a perfect fit for a brand new shinobi. As an elderly woman, she was given a cat by several of her grandchildren and the cat, Kakyo, has gone missing. Fearing for their cat's safety, Fukubuki-san would like to have Kakyo back.

Kakyo is a white and black cat where the right half of it's face is black and the left side of it's face is white. Kakyo is known for going outside to hunt for birds and mice, enjoying running through alleys and upon rooftops. Her general roaming zone is within Konohagakure and will never leave the gates. She is quick, agile, and very evasive.

## Mission Objective

Your objective is to find Kakyo and bring her back to Fukubuki-san. While chasing after her, she will constantly run away from you. Just keep chasing her as she doesn't have a lot of stamina. Bring Kakyo back to the Hokage Tower where Fukubuki-san will be waiting. Don't dally and make her wait!
Creating Custom Weapons

## Weapon Rules

* The user is required to have the weapon in their Combat Inventory and then physically equipped in order to use their weapon.
* The user is required to have a minimum of 10 Strength in order to create and use Weapons.

## Weapon Creation

 Journeyman Rank Weapon
 Master Rank Weapon

## Weapon Modifiers

### Weapon Weight

Weapon Weight is one of the many modifiers that will affect a weapon. The Weapon Weight is extremely important and can grant the weapon various effects:

Regardless of type
 **Medium** | +Xd0 Base damage
Speed: Shurikenjutsu
 **Heavy** | +Xd2 Base damage
Regardless of type
 **Cleaving Strike**: Heavy Weight weapons will attack everyone within Melee Range of the target (Friend and Foe). This only applies to taijutsu that are [Single Target - Single Strike]. Those who are within Melee Range will take damage at Disadvantage if they are hit.

**NOTE**: If a weight's damage modifier is -Xd2, this will make a 1d10 weapon now deal 1d8 damage.

### Weapon Type

Your Weapon Type will determine what kind of jutsu you are capable of using with this weapon. There are three types:

* **Martial Arts**: These are your natural weapons such as your fists and feet. These can vary depending on the user's tastes, but are generally used with some kind of covering on the user's body to make the attack hit a bit harder. These weapons are capable of using Martial Arts Taijutsu. This weapon type will ALWAYS be Melee Range.
* **Kenjutsu**: These are weapons that have a handle. These are the most various as they can range from swords, to spears, to Kusari-gama, to maces. These weapons are capable of using Kenjutsu Taijutsu. This weapon type will ALWAYS be Melee Range.
* **Shurikenjutsu**: These are the only long-range weapons. These can vary between throwing weapons and projectile launched weapons (such as a bow and arrow). These weapons are capable of using Shurikenjutsu Taijutsu.

### Weapon Element

Your Weapon's Element will determine how it will behave once the weapon makes contact with the target. Will it cut the target? Will it puncture into a target? Will it smash a target? Will it eviscerate the target? Each Weapon Element also comes with one of 2 effects the user can decide on getting. When creating your weapon, you must choose one effect.

 Chopping Edge
 **Piercing** | ArrowsSpearsRapier
 Sharp Tip
 **Bludgeoning** | HammerClubMace
* Starter Rank: 1d4 Shield Break
* Journeyman Rank: 1d6 Shield Break
* Master Rank: 1d8 Shield Break

 Shatter

### Weapon Attachments

Upon purchasing a Journeyman Rank weapon, the user is capable of purchasing Attachments for their weapon. This can be done on purchase of the weapon or done any time in the future. All Attachments must be attached to a weapon, not allowing the user to have any 'loose' attachments. The user may remove an Attachment from their weapon, but this will completely destroy the attachment. Replacing Attachments will also destroy the old Attachments in order to add the new Attachments. The user will not get refunded for removed Attachments.

You may find a list of Weapon Attachments [Here].
Flying Thunder God Teleport

The user may have up to 3 Flying Thunder God Teleport Seals placed upon a location. The user must perform a 1000 word RP in the place the user wishes to teleport to. Upon successfully performing the RP and having it approved, the Namikaze has a Flying Thunder God Teleportation location. These will be tracked in the user's Character Sheet.

Out of Battle Use
At any time, the user may use Flying Thunder God Teleport to instantly move to a place they have put down a Flying Thunder God Teleport Seal. The user will not be required to perform the necessary RPs in order to travel. If the user is changing countries, they will still have to leave all RPs in that country prior to traveling to a different country.

In Battle Use
Using a Quick Bonus Action, the user is capable of instantly fleeing battle. When using, the user must indicate which of their Flying Thunder God Teleport Seals they wish to teleport to. If this is in the same country (but not in the same RP zone), the user may still remain in all of their RPs. If this is in another country, the user must leave all RPs in that country prior to traveling out of the country and into the new one. The user may not make a new one during combat -- the user may not teleport back to battle once they have fled.
Final Act

The user must state which action to perform as their Final Act when submitting their information to the BM prior to combat. This Final Act can be any action the user can take. At any time, the user may use their Quick Bonus Action to change their Final Act. This will not be stated in the Mod. Upon reaching 0 HP, the user will perform their Final Act. If the user is not healed by their Final Act, the user will go unconscious. This may only be performed once per thread.
**Note**: You may not own Walking Dead or Last Stand Features.
Absolute Defense

* E Rank: 1d4 HP
* D/C Rank: 2d4 HP
* B/A Rank: 3d4 HP
* S/SS Rank: 4d4 HP

This shield barrier will defend the user from physical attack damage, ignoring any mental damage. This Shield Barrier will require 1 Sand Point (SP) to regenerate to full at the beginning of every round. This barrier will only lose HP if the target would be hit by the attack -- unlike standard Barriers. Damage will first be applied to the shield barrier before dealing damage to the user. This Shield Barrier does not count towards the Barrier Limit given to everyone else and will stack with standard Barriers. This Shield Barrier, however, will always be ignored if the user is hit with a critical hit.
Akimichi

## Lore

The Akimichi are a relatively new clan that has only been around for a couple hundred years. The Akimichi hadn't played any particularly large role in the history of the shinobi world. Relatively friendly, as a Clan, they are most known for their larger bodies and their desire to eat. While many would see their lifestyle as a life of gluttony and sloth, it is their fat that gives them power. The Akimichi are capable of controlling their calories and converting their calories into chakra. Not only that, they are also capable of changing the size of their body from being a normal sized person to even the size of a mountain -- able to fight massive beasts.

Their physical strength is also legendary throughout the shinobi world, able to lift, throw, push, and pull objects of an immense size and weight with relative ease. It isn't suggested to make fun of their weight or appearance as they will only tell you that they are 'big boned' and not fat.

## Bloodline Abilities

 **C** | 3
 **B** | 4
 **A** | 5
If the user has a Long Range weapon in their inventory, they are capable of applying the Long Range weapon as Bonus damage to this attack. This attack will also use the Long Range weapon's augments if the attack is successful.
Cat Genjutsu

## Jutsu Specifics

### Category

Genjutsu
Summon

## Summon Stats

### Chakra

**D Rank**:
**C Rank**:
**B Rank**:
**A Rank**:

### GEN

**D Rank**:
**C Rank**:
**B Rank**:
**A Rank**:

### BDY

**D Rank**:
**C Rank**:
**B Rank**:
**A Rank**:

### MND

**D Rank**:
**C Rank**:
**B Rank**:
**A Rank**:

### SPD

**D Rank**:
**C Rank**:
**B Rank**:
**A Rank**:

## Summon Abilities

### Passives

Passive 1
Passive 2
Passive 3

### Jutsus

Jutsu 1
Jutsu 2
Jutsu 3

 **Duration** | 2 Rounds
009: Status Effects

## What is a Status Effect?

A status effect is something that will affect the target, whether detrimental to the target's body or detrimental to the target's mind. Status Effects are often secondary effects to an attack such as Called Shots.

## Status Effect Categories

Status Effects are split into 3 primary categories:

* **Physical Status Effect**: All physical Status Effects will require a BDY Save as the Saving Throw. These affect the body in some way whether it's setting it on fire or removing an opponent's eye.
* **Mental Status Effect**: All mental Status Effects will require a MND Save as the Saving Throw. These affect the mind in some way, even if they may be physical trauma to the head, a mental effect, emotional effect, or a domination effect.
* **Seals**: Seals will be covered in it's very own section. Seals will not be covered in this section. See [X] for information regarding Seals.

## **How to determine DC of a Status Effect**

**Base DC**: The base DC of all status effects is 13.

Follow the chart below to see DC for Status Effects vs Target's Rank

The higher the jutsu vs the target's Rank, the higher the chance to inflict the status effect.

## Basic Strike DC

Basic Strikes (either with Cantrips or weapons) will have a different means and medium to calculate DC since there are no jutsus to give ranks to the DC. In this case, the calculation will be dependent on the weapon used and the user's rank. These rules will be followed for Weapons, Puppets, and Cantrips.

 **Journeyman Ranked Weapon** | Journeyman Ranked Weapons will be counted as D or C Rank depending on the rank of the user.
If the user using this weapon is D Rank, it will count as a D Rank DC.
 **Master Ranked Weapon** | Master Ranked Weapons will be counted as B or A Rank depending on the rank of the user.
If the user using this weapon is B Rank, it will count as B Rank DC.
If the user using this weapon is A Rank or higher, it will count as A Rank DC.

## Determining Saves

All shinobi will have 2 saves:

* **BDY Save**: The user gains BDY Save depending on their Body Stat.
* **MND Save**: The user gains MND Save depending on their Mind Stat.

## Rolling Saving Throws

When an attack has a secondary effect or if the attack has an effect, a Saving Throw will be rolled if the attack hits.

* Rolling BDY Save: On a status effect that requires BDY Save, the BM rolls 1d20+BDY Save for the target.
* Rolling MND Save: On a status effect that requires MND Save, the BM rolls 1d20+MND Save for the target.

When rolling your Saving Throw, the roll must be higher than the DC in order to succeed the Saving Throw.

## Status Effect List

You can find a list of Status Effects Here. However, all jutsu/actions with a Status Effect will have it stated and linked within the action.
Creating Custom Bloodline Pets

## Bloodline Pet Rules

* The user is required to have their Pet in their Combat Inventory in order to bring their Pet into battle with them.
* Pets will act independently of the user and will take their own set of actions.
* The user is required to have a minimum of 10 Charisma in order to create and fight along side their Bloodline Pet.
* If the user's Bloodline Pet dies in combat, they are required to wait 2 IRL weeks before being able to make a new Bloodline Pet.

## Bloodline Pet Creation

### Bloodline Pet Rank

The user's Bloodline Pet will be of the same rank as the user. However, their base damage and Pet Features will be dependent on their rank.

 Journeyman Rank Pet
 Master Rank Pet

## Bloodline Pet Modifiers

### Pet Size

Bloodline Pets may only start as 1 of 2 sizes. This will only determine the pet's Damage with their natural weapon. These pets will follow the same rules as detailed in Character Sizes. Affecting their HP and Cast Times.

 **Medium** | +Xd0 Base damage

## Natural Weapon Element

This will work just like Creating a Custom Weapon. Only the three main Weapon Elements are allowed with your Custom Bloodline Pet: Slashing/Piercing/Bludgeoning. The user's Pet may also choose an Elemental Special as well.
Human Puppet

Those who threw away their bodies for power

## Requirements

In order to obtain the Human Puppet Kinjutsu, the user must have the following:

* C Rank
* A minimum of 14 Chakra Control
* Write up a 2500 word RP (may be solo or not, but the user must have an RP of 2500 words) about how the user discarded their body and placed their heart in a container. The user must also explain how they came about their Puppet Body.
Dance of the Crescent Moon

Dance of the Crescent Moon

* D Rank: 1 Clone
* C Rank: 2 Clones
* B Rank: 3 Clones
* A Rank: 4 Clones

The target is required to make a Clone Save prior to the accuracy being rolled. If the target fails the Clone Save, they will be affected by Clone Confusion. This will be treated similarly to attacking a target with clones. If the target does not roll a 1 on the Clone Confusion, the attack will gain Stealth Bonuses and the target may not perform a Reflex Bonus Action against this attack. Clones disappear upon use. If the user had Clones out before using this jutsu, these clones will replace the Clones currently on the field.
Earth Grudge Fear

Those who consume hearts for immortality

## Requirements

In order to obtain the Earth Grudge Fear Kinjutsu, the user must have the following:

* C Rank
* Proficiency in at least 2 Elemental Ninjutsu types (Water, Earth, Fire, Wind, Lightning).
* Write up a 2500 word RP (may be solo or not, but the user must have an RP of 2500 words) about taking a person's heart who had an affinity with the two Elemental Ninjutsu types and how the user's body composition changed from flesh to threads.
ANBU Mask

**Effect**: The user gains an Accessory. This Accessory grants the user +1 AC. This accessory, when worn, will protect the user's head and eyes from a total of 2 Called Shots towards those areas. This will only count if the Called Shot was a success.
**RP Effect**: If the user joins a topic or battle with their ANBU Mask equipped, nobody is capable of discerning the true identity of the person behind the mask. The mask will also alter the user's Chakra Signature, making it look completely different while the mask is on.
Hypnotic Suggestion

Targets affected by this Genjutsu will be given 1 Command. This Command will be forced upon the target on their next Initiative. The user must indicate what this command is when submitting this jutsu for their round's actions.

**What is this Command**?
The user may make any jutsu they have seen the target perform (Must have been aware of the target when they used the jutsu) and they can choose the target.
The user may make the target perform any action from [Other Actions] list and to affect which target.

**Commands that cannot be done**
Hard Work

The user will be granted a free Proficiency in Martial Arts Taijutsu. If the user has a Proficiency in Martial Arts Taijutsu, they will gain double bonuses. The user will also be unable to perform any Ninjutsu, aside from Shinobi Basics, and will be unable to perform any Genjutsu.

Out of Battle
The user will gain a bonus of +10% EXP and +10% Ryo from Mission Success. The user will also gain an additional +10% for all Bonus Rewards for Missions (exceeding word count).
Aburame

## Lore

One of the oldest and most feared clans of the Fire Country. The Aburame were a very small clan that lived within the deep forests of the Fire Country, towards the northern half. The Aburame were able to control their chakra to the point they would be able to call-forth and manipulate various different insects from their surroundings. This was mainly used to lure insects away from their crops and livestock. However, they eventually learned to cultivate and breed these controllable insects using their chakra.

Through selective breeding, they were able to make their three major Destruction Bugs: the Kikaichu, the Rinkaichu, and the Bikochu. These insects, however, were quite picky when it came to how much Chakra they needed to ingest and the first wave of these insects died off before the Aburame had a chance to tame them and train them to do their bidding. After discovering that they could house these insects within their bodies, as a means to give them a constant flow of chakra, the Aburame now started to house these fearsome insects within their bodies.

Foreign nations even sought the power and controlling prowess of the Aburame, treading lightly when around the clan. They feared that any insult of slight towards them would result in being devoured by the millions and millions of insects that was housed within the Clan's home. Those who gained the favor of the Aburame, or offered more than enough Ryo for their services, would hire the Aburame as assassins and trackers, using their bugs to do the dirty work. This Clan was so feared, that even during the Uchiha/Senju Warpath, the two clans knew better than to enter the Aburame Territory.

The Aburame are cold and calculating, but are generally pleasant people to be around. Not only are their insects terrifying on the battlefield, they are also known for cultivating insects that could help with pollination which makes them a very popular clan throughout the shinobi world. If they didn't have this, they would *most likely* be as distrusted as the Uchiha. Each Aburame has a penchant for covering parts of their face, whether it be the top half or their bottom half. Nobody really knows why, but it's something that only the Aburame know.
Character Progression

## **Bloodline Decision**

You may make a decision on what Bloodline you would like upon creating your character, right from the start at E Rank. You can find the list of Bloodlines [Here]. If you do not wish to take on a Bloodline immediately at Character Creation, you may request one later-on down the line.

### **Requesting a Bloodline**

In the event that you do not choose to take on a Bloodline immediately at Character Creation, you may take on one later. In order to do this, you are required to make a 500 word roleplay about you discovering your Bloodline skills. Post in the Request Forum with a link to the RP. Once approved, the Bloodline will be added to your Character Sheet by a member of staff.

### **Changing your Bloodline**

You are capable, at any time, to change your Bloodline. While it doesn't make a lot of narrative sense to do so, other bloodlines are seen (In-Character) as recessive Bloodline Traits. In order to change your Bloodline, you are required to make a 1000 word roleplay about you discovering your recessive Bloodline traits. Post in the Request Forum, stating this is a Bloodline Change. Once approved, your previous Bloodline (and all of it's abilities) will be removed from your Character Sheet by a member of staff and will be replaced with your new Bloodline. You may do this once a month and not while you are in combat.

### **Bloodline Abilities**

Once you have reached a specific rank (D and B Rank), you may unlock a group of abilities. Every ability in this group is considered unlocked and it will be up to the user which ability, in that group to unlock. Read more about this in the Bloodline Rules.

## **EXP Chart**

* Journeyman Level Jutsu
* Journeyman Rank Weapon
* Journeyman Rank Armor
* +3 SP
 **C Rank** | 300 EXP
* Kinjutsu
* +3 SP
* Stat Cap expanded to 20
* Ultimate Level Jutsu
 **B Rank** | 700 EXP
* Master Level Jutsu
* Master Rank Weapon
* Master Rank Armor
* +3 SP
(Capped)
Demon Flute

* **Weapon Weight**: Any weight
* **Weapon Type**: Shurikenjutsu
* **Weapon Element**: Sound
* **Weapon Attachments**: At all ranks, only 1 Attachments.

This weapon will automatically grow with the user, not requiring Weapon Forging. The user will be required to have the weapon placed in their Combat Inventory in order to use. If the user is no longer a Shihai, they will no longer be able to use this weapon. The user may not use Shurikenjutsu Taijutsu with this weapon. The Weapon's weight will also affect the damage and Cast Time of any Sound Release jutsu used through it (Gaining either damage bonuses or faster Cast Times).

Sound Elemental Effect
Basic Strikes with this weapon will now deal Sound Elemental damage. Sound Elemental damage has will have the same resistances as Wind Element. The Sound Element gains the following effect:
* **Unseeing Noise**: All Basic Strikes made with this weapon will not trigger Reflex Bonus Actions

* **Nature Release - Sound**: All of the user's Wind Ninjutsu can be used through this weapon, only using the weapon's cast time. The Wind Ninjutsu will instantly be converted into Sound Release, granting the Unseeing Noise Elemental Effect. Only Wind Ninjutsu used through this weapon are converted to Sound Release and Sound Release may only be used through this weapon.
Dragon Flame Bullet

**C** | 5 Chakra
 **B** | 6 Chakra
 **A** | 7 Chakra
**Category**: Physical Restrictive Bind / DoT
**Effect**:  This will delay this jutsu to attack on the user's next Initiative. This will perform it's attack at -3 Accuracy. Upon hitting the target, the target will be affected by a Physical Restrictive Bind. The target will also take [Burn] damage instantly. At the end of every round that the target is bound, their [Burn] Rank will increase by 1 and will have [Burn] damage dealt to them (after the rank increase).
Insect Clone

* **The Swarm**: Each Clone is capable of using the Swarm as their Basic Strike.
* **Bloodline Jutsu**: Each clone is capable of performing Bloodline Jutsu equal to -1 of the rank that they were summoned at. (A B Rank Insect Clone may use up to C Rank Bloodline jutsu).

Each Clone will have their own Chakra Pool. The chakra given to each clone will vary depending on the rank used:
* D Rank: 5 Chakra each clone
* C Rank: 7 Chakra each clone
* B Rank: 9 Chakra each clone
Assassination

## Scaled Stats

### Damage Stat

**Light Weight**: Speed
**Medium Weight**: Strength
**Heavy Weight**: Strength

## Jutsu Ranks

### Chakra Cost

**D Rank**: 3 Chakra
**C Rank**: 4 Chakra
**B Rank**: 5 Chakra
**A Rank**: 6 Chakra

## Requirements

### Requirements

B Rank
Kenjutsu Proficiency
Kenjutsu weapon equipped
User must be in stealth

**Costs**: +2 Chakra
The user's attack will gain a +2 Critical Hit chance.
Cursed Seal of Earth

* Curse: Stage 1
* Curse: Stage 2

**CHAKRA COST**
BDY and MND Average:
* Average of 12: 65% chance to enter Curse: Stage 2
* Average of 14: 70% chance to enter Curse: Stage 2
* Average of 16: 75% chance to enter Curse: Stage 2
* Average of 18: 80% chance to enter Curse: Stage 2
* Average of 19: 85% chance to enter Curse: Stage 2
* Average of 20: 90% chance to enter Curse: Stage 2

 **Backlash** | The user will take +5 damage from all types and any barrier that would be placed on the user will have it's HP rolled at Disadvantage.

 **Backlash** | The user will take +8 damage from all types and any barrier that would be placed on the user will be instantly destroyed by the user.
EX-002: Stealth

## Entering Stealth

Stealth is the Bread-and-Butter of being a shinobi, to hide in the shadow.

### Stealth DC

The user's Stealth DC is equal to the user's Speed and any bonuses towards Stealth DC. If the user has 16 Speed, the DC for the Stealth Attempt will be a base of 16.

### Ways to Enter Stealth

1. **Quick Stealth Attempt**: This will use the user's Quick Bonus Action. The user can determine where in the Initiative Timeline this will occur. The user's Stealth DC is reduced by -3 when used in this manner.
2. **Standard Stealth Attempt**: This will use the user's Standard Action. This will be performed at the user's Initiative at +0 Cast Time. The user's Stealth DC will be used without any penalty.
3. **Jutsu Secondary Effect**: Whether used as the secondary effect or as a Modify Bonus Action, the jutsu will give the user a free Stealth Attempt. The type of Stealth Attempt will be stated in the jutsu, itself (Whether Quick or Standard).

## Stealth Save

When a user attempts to enter stealth, everyone in battle (including Pets and Summons) will be required to roll a Stealth Save. This will affect both Friend and Foe. Those rolling a Stealth Save will roll a MND Save and will gain bonuses from buffs towards Stealth Save. The shinobi rolling Stealth Save must roll **OVER** the DC. Failure to meet this Stealth Save will become [Unaware] against that specific user.

## Stealth Bonuses

These bonuses only apply to those that are [Unaware] of the user in Stealth.

User attacking an [Unaware] target:

* Accuracy of the action against the target will be rolled at Advantage.
* Damage of the action against the target will be rolled at Advantage
* This action will not trigger any Reflex Bonus Actions -- Will still trigger Traps.
* This attack will gain a +2 Critical hit chance

[Unaware] target attempting to attack a Stealthed User:

* Accuracy of Single-Target actions will be rolled at Disadvantage
* Damage of Single-Target actions will be rolled at Disadvantage
* Genjutsu will instantly fail against a Stealthed Target -- No chakra will be used.
* Sight-Based Actions will instantly fail

## Being Removed from Stealth

* Performing Offensive Actions will remove the user out of Stealth after the offensive action.
* If the stealthed user is hit with a Physical Offensive Action, the stealthed user will be pulled out of Stealth.
* A friendly user performs any actions on the Stealthed User.