recursal/Fanatic-Fandom huggingface dataset:
EX-007: Enchantments

## Types of Enchantments

There are X types of Enchantments:

* **Doujutsu**: Only Bloodlines with a Doujutsu are capable of using Doujutsu Enchantments. These are Enchantments that specifically use the user's eye in order to perform certain actions or gain certain bonuses. Unlike other Enchantments, Doujutsu will have a steady Chakra cost and will not have a specific duration. Only 1 doujutsu may be used at any time. List of Doujutsu [Here].
* **Weapon Enchantment**: These will affect the target's weapon and will have a duration equal to the number of weapon attacks used by the weapon. If a durations states: "Lasts for 3 Weapon Attacks", this will remain on the weapon for however long it takes to perform 3 attacks with the weapon. The enchantment will be turned off afterwards. Weapon Enchantments have a wide range of effects, primarily damage, to include applying a poison to your weapon. A user may only have 2 Weapon Enchantments active at any time on their weapon. List of Weapon Enchantments [Here].
* **Armor Enchantment**: These require the user to have any type of armor equipped. This will enchant the armor with specific effects and will activate if the target is to take specific types of damage (Stated in the Enchantment, itself). A user may only have 2 Armor Enchantments active at any time on their armor. List of Armor Enchantments [Here].
* **Form Change Enchantment**: These Form Change Enchantments completely alter the user's form, granting them great bonuses and even new techniques that can be performed while in that Form. These Forms will either have a hard duration, in rounds, or will have HP of the form -- which requires the form's HP to be dropped to 0 to stop the form. New techniques may accompany the Form and may only be performed while in the form. A user may only be affected by 1 Form Change Enchantment at any time. List of Form Change Enchantments [Here].
* **Area Enchantment**: Arenas, weather effects, and other effects that would affect an area. These Area Enchantments can vary from a Ring of Fire to torrential rain. Unlike other Enchantments, there may only be 1 Area Enchantment active at any time. An Area Enchantment may overwrite another if it's of a higher rank than the one currently out. Otherwise, certain jutsu may be used to disenchant the Area Enchantment. List of Area Enchantments [Here].

## Enchanting Other People

Normally, one may only enchant their own items with Weapon Enchantments and Armor Enchantments (Excluding Doujutsu, Form Change, and Area Enchantments). In order to Enchant other people, the user is required to have a certain Feature in order to perform an Enchantment on another target.
Dynamic Entry

* Dynamic Entry
* Double Dynamic Entry

1. **First Action used by the user when entering combat**: When used in this manner, this will be the very first action performed in the battle. The user must state which Martial Arts weapon to use with this jutsu. The user will be equipped with that weapon afterward. This attack will gain Stealth Bonuses against the target.
**Costs**: +1 Chakra each
This must be performed on the same round by multiple users. This will be performed when the slowest user's action will resolve. This will use the accuracy of the highest accuracy between all users. This will deal damage equal to both jutsu hitting. Upon a successful hit, the target will be affected by [Knockback] twice instantly.
Stable Relationship

This really isn't one of Heracle's 12 Trials

## Mission Overview

We have received a large number of horses from a trade with a merchant from the Western World. These are some of the only horses that we have seen and possibly the only horses within the Shinobi World. Their diet appears to be rather simple, containing dried grasses and vegetables. While we have a large number of people that are trained to take care of these horses, the amount of waste caused by these horses have grown almost completely out-of-control. The stench alone was enough to offend the horses that were housed there and caused the nostrils and eyes of the stable-hands to burn.

Needless to say, since civilians, due to their inability to maintain the stables, have asked the shinobi to clean up the stable. According to the Stable Master "Because the shinobi have a much higher constitution than we do, they should be able to handle this". Anyway, they've paid us a large sum of money to just get this cleaned up. While I can't send a chuunin or jonin to do something so menial, it will fall upon you Genin to clean up these stables. Make sure you bring something to plug your nose!

## Mission Objective

Your objective is to clean up the horse stable. The stench is unbearable and there are mountains of waste. You are required to remove the hay flooring, clean up the solid waste, and mop the floor. Make this place sparkling clean and leave this mess better than it was when you got there. They paid good money, so give them their money's worth.
Uzumaki

## Bloodline Table

 **Unbreakable** | *Passive*
 **Quick Lash** | *Quick Bonus Action*
 **Size Change** | Passive
Any effect placed on a target, by this weapon, will affect targets of all sizes. This means that this weapon is capable of binding or applying a Crowd Control effect to targets of even [Enormous] size.

 **Effect** | The user will have an increased chakra pool. The user's Rank Multiplier (when calculating Chakra) is increased by +2 per rank). The user will also regain 1 Chakra at the end of every round.

 **Effect** | The user gains +2 BDY Save. All BDY Status effects (except binds) will be cured either 1 round earlier (for those with a duration) or will be cured in 3 rounds (for those with no duration). The user also regenerates 2 HP at the end of every round.

 **Effect** | The user is capable of healing the HP of a target (whether friendly or foe). The user will take damage equal to the HP healed to the target. The user may not use this on themselves. This effect may not be used with Dark Medicine.
Cantrip Attachment List

**Attachment Rules**

* Starter Cantrip Attachment Slots: 0
* Journeyman Rank Cantrip Attachment Slots: 1
* Master Rank Cantrip Attachment Slots: 3

Attachments may only be used with the required Cantrip types. If there is no required Cantrip types, it can fit onto any Cantrip. The user may only have one of each attachment placed upon a Cantrip (unless the attachment says otherwise). Some Attachments require a specific item to use. The user must have this item in their Combat Inventory in order to use this attachment.

Behavioral Attachments may be placed on any Cantrip. These will affect how the Cantrip will behave on a greater scale than standard attachments. This can range from how many targets will be affected to other various behavioral effects. These Attachments can be placed on any element of Cantrip. Only 1 Behavioral Attachment may be attached to a Cantrip.

**Prices**

* **Attachments**: 200 Ryo
* **Behavioral Attachments**: 500 Ryo

## Attachment List

Each Attachment may only be placed upon a Cantrip once -- with no duplicates -- unless stated in the Attachment.
Destruction Bug: Kikaichu

**Chakra Drain Effect**: When an attack involving the Swarm lands, the attack will now deal Chakra damage. The chakra damage will be dependent on the user's Chakra Control.
* **10 Chakra Control**: 1 damage to the opponent's chakra
* **14 Chakra Control**: 2 damage to the opponent's chakra
* **18 Chakra Control**: 3 damage to the opponent's chakra
Synthetic Medicine

**Full Use** | Heals the user for 2d10 HP. This consumable will have a 3 round soft cooldown. If the user uses this item again during the soft cooldown, they will be affected by [Addiction] requiring them to take the medicine again every round. Failure to do so will cause the user to lose -2 MND for the remainder of the thread for every round they don't take medicine. If the user's MND reaches 0, they will go unconscious.
Deception Slice

## Scaled Stats

### Damage Stat

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

## Jutsu Information

### Category

Auto-Dodge
Counter-Attack
Stealth

## 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
Kawarimi Target in the user's inventory
Body Switch jutsu learned
Oni 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
Strengthening Prescription: Chakra Injection

**Damage** | Offensive
2d(Chakra Snake) dmg
3d(Chakra Snake) dmg
Using this effect as a support action will be used as Medical Ninjutsu.

This will allow the target to also perform jutsu equal to the rank of this jutsu used. If the user uses this jutsu at A Rank, the target may use all of their jutsu at A Rank -- whether they have a Proficiency in that jutsu or not. This will even let the target use that rank of jutsu even if that rank is higher than the target's rank.
Roleplaying Rules

## Common Roleplaying Tags

**Topic Title Tags**
 [**Private**]
 [**Spar**]
 [**Solo**]

**In-Topic Tags**
 [**Topic Joined --Not Near**]
 [**Topic** **Joined --In Stealth**]
 [**Topic Left**]
 [**Stopped from Leaving**]
 [**Calling BM**]

## Roleplaying Slots

Everyone will have 3 roleplaying slots. This means the user may only be in 3 roleplays at any time. This does not include Missions and Events.

## Number of Characters

Everyone starts with 1 character they can play. Upon reaching 250 IC posts (only IC areas will proceed post count). Upon reaching those number of posts, the player must make a request to make a second account. Once the user was approved to have a second character, they are required to make a sub-account and create their brand new character. This second character will start from zero -- like a brand new player.

The user may only have a maximum of 2 characters. The user may never roleplay with their two characters and the two characters may never be in the same modded battle together.
Lion Combo

## Scaled Stats

### Damage Stat

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

## Jutsu Ranks

### Chakra Cost

**D Rank**: 2 Chakra
**C Rank**: 3 Chakra
**B Rank**: 4 Chakra
**A Rank**: 5 Chakra

### D Rank Damage

2 Strikes @
1d(Weapon damage)

### C Rank Damage

3 Strikes @
1d(Weapon damage)

### B Rank Damage

4 Strikes @
1d(Weapon damage)

### A Rank Damage

5 Strikes @
1d(Weapon damage)

## Requirements

### Requirements

D Rank
Martial Arts Weapon equipped
WEAPON CREATION RULES

### ENCHANTMENT RULES

You may only have 2 Enchantment Augments equipped on a single weapon at any one time (This is including within Augment Loadout). The user may only have 2 Enchantments active at any time -- this is including activating a poison on your weapon or Enchantment jutsu. To activate an Enchantment, the user is required to use the Quick Bonus Action 'Activate Enchantment' to activate the enchantment. The Chakra cost of enchantments will vary depending on how long they wish their weapon to remain enchanted. This, generally, will cost 1 Chakra per attack while enchanted. Duration for Enchantments go off of weapon attacks rather than rounds.
Six Paths Sage Mode

Those given the power of the Sage of Six Paths

## Requirements

In order to obtain the Six Paths Sage Mode Kinjutsu, the user must have the following:

* C Rank
* The user must have a Contract Summon.
* Write up a 2500 word RP (may be solo or not, but the user must have an RP of 2500 words) of obtaining Six Paths Sage Mode. This can be achieved by convincing the Contract Summon to grant it for them or seeking out the elusive Sage of Six Paths.
Shinobi Basics: Clone

The fundamental ninjutsu that will teach the new shinobi how to use clones.

## Mission Overview

The Clone ninjutsu is the most fundamental and basic ninjutsu that the user can learn. It is the basis and requirement for all other clone based ninjutsu. In order for the user to learn other clone based ninjutsu, they must have a firm understanding of this specific jutsu -- how to form the proper handseals and manipulate their chakra to create illusionary clones to confuse their enemies.

## Mission Objective

The student is required to learn and pull off the Clone jutsu. Upon learning the Clone jutsu, the user will gain the ability to properly use the jutsu -- It will, however, be up to the student to gain experience on how to properly use it.
Raking it in

## Mission Overview

This one comes straight from us. A large storm rolled in last night and caused quite a bit of damage to the village. The older shinobi have already dealt with some of the massive wreckage and fallen trees. However, what's left are wet leaves on the ground. These leaves are extremely slippery, almost like walking on ice. You will be given several boxes of trash bags and a couple of rakes.

## Mission Objective

Your objective is very simple. Rake up all of the leaves throughout the entire village. Leaves on top of rooftops will not need to be raked up, but all of the leaves on the ground will need to be cleaned up. The slippery nature of these leaves pose a safety hazard for those walking around the village. Rake up all of the leaves and your job will be complete.
Thick as Thieves

## Mission Overview

This mission comes straight from a civilian that runs a vegetable stall at the Konoha Market. She sells a variety of lettuce, cabbage, carrots, and other vegetables. Occasionally, the vegetable stall owner will collaborate with the baker to make vegetable croquettes with the two sharing profit from the sales. However, in the last few days, a street rat has been stealing a large majority of the croquettes from the stall and running off. Regardless of the guards placed to protect the stalls, the street rat is quite silppery, capable of using the Clone jutsu to give the civilians guards the slip.

The street rat appears to be 10 years of age with some knowledge in shinobi basic ninjutsu. They are most likely poor and the amount of food may be used to feed their impoverished family.

## Mission Objective

Your objective is to stop the Street Rat from stealing food and possibly bring a stop to their thievery.
Trapped Kawarimi

* **Ranged Weapon**: This weapon may not be equipped while placed as a trap. This will attack the target that caused the kawarimi target to activate. This attack will require an attack roll from the one using the Kawarimi Target. The Ranged weapon will be treated like a Basic Strike. If the user has Called Shot, they may allow this attack to make a Called Shot. The weapon is dropped on the ground afterwards.
* **Senbon**: The Kawarimi will shoot out Senbon. The user may add multiple Senbon into the trap depending on the Use of the action. This will be treated as if the user used the Senbon.
* **Poison**: The target that activated the Kawarimi Target will have to make a roll against the poison attached to the Kawarimi Target.
* **Exploding Tags**: The user may place multiple Exploding Tags on a Kawarimi Target. This will require the target to make a SPD Save. The DC will be dependent on the Rank of Jutsu/attack the attacker used that triggered the Kawarimi Target. Failure will result in the Exploding Tags detonating and dealing damage.
* **Senbon**: The user may use up to 3 Senbon in this manner at Quick-Use effect.
* **Poison**: This poison will be treated as it's Quick Use version.
* **Exploding Tags**: This will be treated as it's Quick Use version. The user may place a maximum of 2 Exploding Tags.
 **Full Use** | * **Ranged Weapon**: Damage will be rolled as normal
* **Senbon**: The user may use up to 6 Senbon in this manner at Full-Use effect
* **Poison**: This poison will be treated as it's Full Use version
* **Exploding Tags**: This will be treated as it's Full Use version. The user may place all 3 Exploding tags on the target. The first dealing it's damage with all others dealing Quick Use damage.
Savior

**Effect**: The user unlocks the Quick Bonus Action "Lay on Hands". The user also gains a new resource called "Healing Points". The user gains Healing Points equal to their NIN and BDY Stat total.
Performing "Lay on Hands" will be done at Melee Range to the person being healed. The user may spend up to 1-15 HP worth of healing. The amount healed will be removed from the user's Healing Points. The user may not regain Healing Points until the thread ends.
**Dark Medicine Effect**: This will deal damage instead of healing the target.
Tri-Colored Pills

* 1 Green Pill
* 1 Yellow Pill
* 1 Red Pill

* **Quick Use Effect**: The user gains +3 Calories
* **Quick Use Effect**: The user converts up to 3 HP to grant them 1 Calorie. The user may choose how much HP is converted to Calories up to 10 Calories.
* **Quick Use Effect**: Costs 10 Calories. Grants the user Caloric Overdrive for 3 Rounds. Caloric Overdrive will grant the user -3 Cast Time on all of their actions for the duration. This will also make Butterfly Mode and all of it's techniques have no cost during the duration. Grants the user 10 Chakra added to their Chakra Pool.
* **Full Use Effect**: Costs 20 Calories. Grants the user Caloric Overdrive for 5 Rounds. Caloric Overdrive will grant the user -3 Cast Time on all of their actions for the duration. This will also make Butterfly Mode and all of it's techniques have no cost during the duration. Grants the user 20 Chakra added to their Chakra Pool.
Primordial Tailed Beasts

## Origin of the Primordial Tailed Beasts

Nobody knows of the true origin of the Primordial Tailed Beasts. What is known is that the Primordial Tailed Beasts suddenly appeared, in history, about 10,000 years old, leading historians to believe they were created 10,000 years ago. At least that is the assumption made.

## Goal of the Primordial Tailed Beasts

The Primordial Tailed Beasts don't have a unified goal but their own individual goals. The personification of each Primordial explains their goals.

## List of Primordial Tailed Beasts

 **Karaya** | The Four-Tailed Primordial Beast that is the personification of conflict and rage and the aspect of Fire. Often referred to as: Kodai-Yonbi (Ancient Four-Tails). Of the four Primordial Tailed Beasts, Yonbi (True Name: Karaya), was the only one to be bound to another human being: Uchiha Rin. This made Uchiha Jin the only Primordial Jinchuuriki which came at a great cost. The cost being the consumption of Uchiha Rin's life and the coming of The Great Fire Event that eradicated Sunagakure off of the map.
Shuriken Summon

## Requirements

### Requirement

B Rank
Shurikenjutsu weapon equipped
Shurikenjutsu Proficiency
Summoning Scroll in Combat Inventory

1 Summoning Scroll
1 Summoning Scroll
1 Summoning Scroll
 **Damage** | 2d(Weapon dmg)

## Jutsu Ranks

### Chakra Cost

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

## Requirements

### Requirements

B Rank
Shurikenjutsu Proficiency
Shurikenjutsu weapon equipped
Raging Jellyfish

## 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**: Amourphous
**B Rank**: Water Body
**A Rank**: Under the Sea

### Jutsus

**C Rank**: Tentacle Pound
**B Rank**: Medical Release: Jellyfish
**A Rank**: Jellyfish Devour
Yuki

## Bloodline Table

 **Effect** | The user will now have access to the Ice Release Advanced Element. If the user has a Proficiency with Wind Ninjutsu, they are capable of converting it into Ice Release. If the user has a Proficiency with Water Ninjutsu, they are capable of converting it into Ice Release. When performing any of these jutsu, the user must only specify they wish to convert the jutsu into Ice Release.
When converting a jutsu into Ice Release, the jutsu will lose it's passive effect for that element and it will be replaced with the Ice Release effect "Frost". Upon a successful hit, targets are required to make a BDY Save against Frost. Failed BDY Save will affect the target with Frost.

**Frost**: May stack up to 5 times. Targets affected by Frost will lose -2 Initiative and their cast times will increase by -2 Initiative. If the target reaches 5 Stacks of Frost, they will be affected by "Frost Bite". The target being hit by Fire damage will lose 1 Stack of Frost.
**Frost Bite**: Targets affected by Frost Bite will now take a bonus +1d6 damage from all sources and the target will be unable to perform any Bonus Actions. Frost Bite lasts for 5 rounds.

 **Effect** | The user must indicate they are using One Handed Seals and will only work if the user is using a weapon they can wield in one hand (No Two-Handing or Dual Wielding). The user is capable of performing Handseals with a weapon equipped without adding the weapon's Cast Time.

 **Effect** | The user gains +2 DC when entering Stealth. Using Senbon will not drop the user out of Stealth.

 **Effect** | The number of uses for the user's Senbon are increased to 24. The user's Quick Use of the Senbon will now give the user Full Use effect. Base damage of the Senbon are increased by +Xd1 per senbon (1d5 per Senbon on Quick Use and 1d7 per Senbon on Full Use)
Pheasant Hunt

## 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**: Eternal Flight
**B Rank**: Flame Body
**A Rank**: Infernal Wings

### Jutsus

**C Rank**: Claws of the Phoenix
**B Rank**: Heat Buffet
**A Rank**: Reraise
Nature Transformation: Paper

* **Sticky Paper**: Targets hit with this jutsu will have sheets of paper stuck on them. The target may remove all stacks of Sticky Paper off of them by using a Quick Bonus Action. While the target has paper stuck to them, Fire Ninjutsu will deal an additional +1d3 damage, per stack of Sticky Paper, and the target will take +1 damage for each stack of Sticky Paper they have on them. If the target is affected by [Burn] or is already affected by [Burn], the Sticky Paper will begin to burn as well. The Sticky Paper will burn for 150 Ticks before Burn damage returns to normal. The user may have an infinite amount of Sticky Paper stacks on a target. The target cannot pull off Sticky Paper once the Sticky Paper begins to burn.
* **Deep Papercut**: Targets hit will have a chance of being affected by [Bleed].
Water Gun

* Water Gun
* Water Spirit Wave

 **C** | 3 Chakra
 **B** | 4 Chakra
 **A** | 5 Chakra
**Effect**:  Changes this jutsu to a Standard Action with a -4 INIT Cast Time. This requires both hands to use (cannot be dual-wielding or two-handing). Deals Jutsu Damage with an additional +10 damage to a single target at the cost of -2 Accuracy. This puts this jutsu on a 2 round cooldown.
Mind Strike

This is a Modify Bonus Action and only modifies an offensive jutsu the user has a Proficiency in, excluding Genjutsu. This costs the user +3 Chakra. This jutsu will now scale off of the user's GEN instead of whatever the jutsu says. All damage dealt by a jutsu will have it's damage rolled normally. The damage will then be cut in half, rounded down. This damage will be converted to Mental Damage. All status effects will now require the target to roll MND Save rather than BDY Save. The user may only use this Modify Bonus Action 5 times per thread.
Strength of a Thousand 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
Sharingan

Mangekyou Sharingan

* **Tomoe Sharingan:** Unlocked at E Rank. The number of Tomoe active in the Sharingan will be entirely up to the user's discretion as the number of Tomoe won't change how the Sharingan works. The user gains +1 Taijutsu Accuracy, +1 Ninjutsu Accuracy, and +1 Genjutsu Accuracy.
Eyes Taken* If the user is E Rank and they get their Sharingan taken, the user cannot use their Sharingan. The user may get the Sharingan Implant as a replacement, however -- restoring their ability to use the Sharingan.
* If the user is C Rank and they get their Sharingan taken, the user may only use the Tomoe Sharingan. The user may get the Sharingan Implant as a replacement, however -- restoring their ability to use Mangekyou Sharingan.
Puppeteer

Puppet Wielding* At E Rank, the user is capable of wielding only 1 puppet at a time during battle.
* At D/C Rank, the user is capable of wielding up to 2 Puppets at a time during battle.
* At B/A Rank, the user is capable of wielding up to 3 Puppets at a time during battle.

This is assuming the user has that many puppets in their Combat Inventory.
Water Dragon Bullet

* Water Dragon Bullet
* Lightning Water Dragon Bullet

 **C** | 4 Chakra
 **B** | 5 Chakra
 **A** | 6 Chakra
**Effect**:  This effect requires the user to have a Proficiency in Lightning Ninjutsu. This jutsu will no longer affect the target with [Bruising] but will instead have a chance at affecting the target with [Numb]
Ninja Scroll

* D Rank: 1 Scroll
* C Rank: 2 Scrolls
* B Rank: 3 Scrolls
* A Rank: 4 Scrolls
* S Rank: 5 Scrolls

Prior to battle, when submitting your information to the BM, the user will designate what Ninjutsu or Genjutsu the user owns will be placed into each scroll. These scrolls are single-use only, so the user may have the same jutsu on multiple scrolls if they wish. The jutsu allowed are only shop-bought jutsu and S Rank jutsu may not be placed into a scroll. When using a Ninja Scroll, the user will always use this action at Full-Use effect. These jutsu will play out, as normal, but will not cost the user any Chakra.
Walking Dead

The user is capable of fighting beyond 0 HP and into the Negative HP. Once the user reaches 0 HP, they are now affected by the [Walking Dead] status. The user is capable of fighting to 2x their BDY stat into the negatives. If the user has 15 BDY, they are capable of fighting until -30 HP. Healing to the target affected by [Walking Dead] is reduced by half. Any time the user is hit while affected by [Walking Dead], they will take 1 Failed Death Save. Multi-Strikes only count as 1 hit. Once the user reaches 3 Hits or loses all of their remaining HP, they will die. If the target is healed to 1 HP, they will lose the [Walking Dead] status effect.
**Note**: You may not own Last Stand or Final Act Features.
Sand Armor

* D Rank: (Body + Ninjutsu Skill) = Sand Armor HP
* C Rank: ((Body + Ninjutsu Skill) x 1.2 = Sand Armor HP
* B Rank: ((Body + Ninjutsu Skill) x 1.3 = Sand Armor HP
* A Rank: ((Body + Ninjutsu Skill) x 1.4 = Sand Armor HP
* S Rank: ((Body + Ninjutsu Skill) x 1.5 = Sand Armor HP
* SS Rank: ((Body + Ninjutsu Skill) x 2 = Sand Armor HP
Natural Energy

* **Journeyman Level Jutsu**: 1d6 HP
* **Master Level Jutsu**: 2d6 HP
* **Ultimate Level Jutsu**: 3d6 HP

Natural Energy cannot be damaged by any means. The user may also regain Natural Energy by using Rest or Long Rest. The user gains:
* **Rest**: 1d6 Natural Energy regained
* **Long Rest**: 1d6+6 Natural Energy regained
Timeline

This is a timeline of events that have occurred throughout the Ninkai Taisen history.

This timeline will be split into 2 main categories:

* **PS:** Pre-Shinobi Era. This is the era before Shinobi become a staple in society. These years are in descending order, similar to BCE of the Gregorian Calendar
* **SE**: Shinobi Era. This is the era after the beginning of the Shinobi Era -- upon the founding of Konohagakure. These years will be in ascending order.

 **SE 7** | Senju Misato, the First Hokage, was assassinated by Sand Shinobi
Uchiha Rin became the first Uchiha to unlock the Mangekyou Sharingan.
Jourin Kohana, the First Hokage, was assassinated by Uchiha Rin of Konohagakure in reprisal for the assassination of Senju Misato
 **SE 43** | Current Day
Ruined Mind

Every Genjutsu that the user, with this Feature, affects a target with a Genjutsu, the target will take 1d4 Mental Damage to the target. The Genjutsu must last until the end of the round in order to deal this damage.
* 1 Genjutsu: 1d4 Mental Damage
* 2 Genjutsu: 1d6 Mental Damage
* 3 Genjutsu: 1d8 Mental Damage

This lasts for as long as the target is affected by a Genjutsu cast by the user.
Scroll Catch

This is a Reflex Bonus Action. The user will not attempt to dodge the attack so they may catch a Ninjutsu in a Summoning Scroll. The user may use this against Ninjutsu of equal to lower rank of the user. This will store the jutsu in the Summoning Scroll at the same rank with any Modify Bonus Actions placed on them. The user may use this specific Summoning Scroll any time in battle for no Chakra Cost. The user may only have 1 Ninjutsu stored in their Summoning Scroll at once. Upon using the jutsu, the scroll is destroyed.
The Swarm

* **Hands Used**: Up to the user
* **Element**: Will be Poison Element
* **Element Effect**: Upon a successful hit, the target will immediately take a bonus +1d4 Poison damage. This will be treated like an Enchantment.
* **Range**: Only Long Range
* **Attachments**: At all ranks, only 1 Attachments

* **Swift Plague**: (Quick Bonus Action) The user makes a basic attack with the Swarm
Status Effect Tags

## How are status effect tags shown?

If you are using the wiki, you will notice tags within [brackets] with a status effect name. The status effect will link directly back to the specific status effect on this page - which will explain the status effects. The status effects, shown here, will be in no particular order and will be shown in the order they were conceived and created.
Running Fire

**Entering/Exiting the Running Fire**: The target(s) wishing to either enter the Running Fire or leaving the Running Fire are required to make a SPD Save against the Running Fire. Those who fail will take Wall Touch damage and will fail to enter/exit.
**Knockback/Knock-To**: Any target within the Running Fire affected by Knockback will take Wall Touch damage. Any attacker may now use the Running Fire as a potential target for Knock-To.
**Damaging the Running Fire**: Any attack directed at the Running Fire will deal damage to the Wall with Water dealing damage at Advantage. Any attack made at Melee Range will deal damage to the Wall, but affect the attacker with Wall Touch Damage.
**Immunities**: Targets with [Flying] are immune to the effects of this jutsu and may traverse between the two sides with impunity.
 **C** | 4 Chakra
 **B** | 5 Chakra
 **A** | 6 Chakra
Nightmare

## Jutsu Specifics

### Category

Genjutsu
Summon

## Summon Stats

### HP

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

### 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

Passive 1
Passive 2
Passive 3
Medical Scrubs

**Effect**: The user gains Light Armor - Medical Scrubs. This armor grants the user +2 AC. This armor grants the user +3 Inventory Slots for Medical Consumables. All Medical Ninjutsu used by those wearing this armor gains a bonus +1d4 HP healed with every Medical Ninjutsu -- Even if the jutsu does not normally heal HP. This bonus damage will be treated similarly to an Enchantment.
Medicine Courier

Holding out for a hero

## Mission Overview

A small girl, 4 years old, going by the name of Mizuyu Kanae was diagnosed with an unknown illness and had to be brought into Otogakure to be seen by the medical ninja. After their failed diagnosis, she was sent home with no hope for survival. However, one of our esteemed Medical Ninja had created an experimental medicine that may prove to save her life. This is the experimental medicine; one dose. Take it with you.

You will be given access to outside of the village gates and towards the new village wall. Near the wall, you will find a small hamlet bordering rice paddies. There, you will find the house and deliver the medicine to young Kanae. There is, however, a problem -- there is a terrifying storm.

## Mission Objective

Your objective is to deliver the experimental medicine to Kanae's house in the small hamlet near the new border wall that is under construction. It is the dark of night with a powerful storm coming through. Be careful with the medicine and deliver it to her father. Don't dawdle as the medicine has a very brief shelf-life, which will expire in about 4 hours.
Yamanaka

## Bloodline Table

**Action**

 **RP Effect** | The user is capable of communicating with anyone they have met and have a deep connection with. They are capable of communicating with up to 3 people allowing outgoing and incoming communication with them. The targets being spoken to can be anywhere in the world.
To do so, the user may enter the RP they wish to communicate with the user and specifically indicate that this is a Mind Body Transmission. All the user is capable of RPing is the communique with the target. No roleplaying can be performed.

 **Effect** | The user is capable of opening a one-way communication channel, similar to Mind Body Transmission, and are capable of sharing intelligence they have gathered on the enemy.
* If the user succeeds a Stealth Check, they are capable of sending this information to up to 3 targets. Sharing this information will also make those 3 targets aware of the stealthed user's position.
* If the user succeeds a Clone Save, they are capable of sending this information to up to 3 targets. Sharing this information will also make those 3 targets aware of who is the real person, removing their need to make Clone Confusion rolls.
* All other intelligence that the user may gain that can benefit their teammates will also work -- this is BM discretion.

 **Effect** | All poisons that are in the user's Combat Inventory have their number of uses increased by 2. The exceptions are poisons that only have 1 use. All poisons used will also be used at Full-Use while using it with the Quick Bonus Action.
Rice Country

*A country that had originally wished to remain neutral, but was forced to cultivate shinobi due to conflict between it's neighboring countries. The shinobi, originally, were created to protect the rice farmers and the population of the country, but was pressured to becoming a powerful military.*

## Geography

Rocky, marked with valleys, canyons and sparse mountains. The Rice Country is extremely hilly with the land covered in rice paddies. The rice paddies were created through land alteration, chopping the tops of hills off in many steps upwards. Various rivers run through the country, feeding water onto these rice paddies.

## Government Structure

The Rice Country is split into 4 smaller regions with each region governing itself. The four regions are: The Kanzoku Region (to the north), the Bakutori Region (to the west), the Ganti Region (to the south), and Otogakure (to the center and the east). Each region still recognizes the other region as part of a single country and the regional leaders, the governors (and the Otokage) would meet together when big decisions involving the country is required to be made.

Other than the Otokage, the governors are decided among the noble clans. The best candidate will be decided from the noble clans and their skills would be tested for their viability as the governor of that region. The noble clans are dissuaded from corruption and other underhanded tactics as that would spell out dire consequences for the entire clan -- usually resulting in the execution of key members of the clan.
Credits Galinha Pintadinha 1 and their gang (2009)

**Credits Galinha Pintadinha 1 and their gang (2009)** is a file. It was recorded on May 10, 2022, at 17:10.

## Plot

The video begins with colorful letters fading in and does a trumpet theme. After the special thanks, the logo pops, and Ho replaces Galinha Pintadinha and takes pictures throughout the logo. Ho screams, the letter and logo slide between the screen. The realization logo, was created for Katakana I Productions and the site replaced by www.katakanaimovies.com.

The very last part is taken by the black screen at the end of Galinha Pintadinha series as the white copyright notice fades in again as shown in the DVD's credits.
Tailed Beast Cloak

* Initial Mode
* Version 1
* Version 2

4 Tailed Beast Chakra
5 Tailed Beast Chakra
 **Version 2 Form** | This is the A Rank use of this jutsu. Unlocks the user's Tailed Beast Cloak v2. The previous forms will have their effects used. The user will now gain their Primordial Tailed Beast's Passive while in this form. The user will now take their chosen Ninjutsu element damage at Disadvantage.
Shield Healer

**Effect**: The user gains a Modification Bonus Action: Shield Healing. This may only Modify Medical Ninjutsu that heals HP. The user's Medical Ninjutsu will heal HP as normal. The user will then get 1 dice rolled (with sides equal to the healing jutsu's sides) for use to give the target a shield barrier.
(If the Medical Jutsu heals 5d12 HP, it will also grant a 1d12 Shield Barrier to the target)
**Dark Medicine Effect**: The Shield Barrier effect will deal damage to any Barriers the target has on them prior to dealing damage to the target.
Six Paths of Pain

Those who use their closest friends as puppets

## Requirements

In order to obtain the Six Paths of Pain Kinjutsu, the user must have the following:

* C Rank
* Write up a 3000 word RP (may be solo or not, but the user must have an RP of 3000 words) about gaining the Rinnegan and obtaining up to 2 bodies to use as the Six Paths.
Inmunis

The dominant species on the planet of Aeturnis.

## Abilities

### Physical Abilities

Though they look like humans, they possess much greater physical prowess. Immune to all physical sources of damage, the average person from Aeturnis can lift 15 tons and run 200 miles per hour. Additionally, they have both microscopic and telescopic vision, able to see the farthest and finest details of their universe. Most do not need to breathe, eat, or sleep. Inmunis do not age and are born into their world with the skills required to survive.

### Mental Abilities

Paired with their bodies come a powerful mind. Nearly all of these people can process all the views their eyes are capable of seeing at the same speed it takes a human to observe their environment. Inmunis also exhibit the ability affect things with their mind. They can transmit information to others and move objects. Many also have more unique abilities. They require a daily period of meditation for two hours in order to keep their mental capabilities in peak form.

Information Transmission Range: 50 Feet (average)

Max Weight Movable: 100 Pounds (average)

## Society

The society of the Inmunis is split into 10 communities. Nine of the communities are about the same size, but one is thrice the size of the others. Each community has their own court which governs it. The smaller community courts are referred to as Gray Courts, while the largest is known as the Court of Colors.
The Bee's Knees

## Mission Overview

The beekeepers of Konohagakure have asked lower ranking shinobi to assist them in harvesting honey from the bees' enclosure. These are all domesticated bees with artificial hives. Recently, the domesticated bees have been infiltrated by a new species of bees called 'Mock Killer Bees'. These Mock Killer Bees are known for changing their appearance, using chakra, to mimic the appearance of other bees and integrate into their hive. While identifying and destroying these Mock Killer Bees will not be your job for this mission, the risk they pose to the beekeepers, right now, is too high to have them perform their job.

You will receive brief training on how to handle bees when you get there and you will be given safety equipment. Just be careful as you will be attacked by these Mock Killer Bees while you harvest the honey. If you get stung too much, you will be sent to the infirmary. Don't worry, we'll take care of you.

## Mission Objective

Your objective is to harvest the honey and thwart the attack of the Mock Killer Bees. The normal honey bees cannot sting through the suit but the Mock Killer Bees can. Good luck with your harvesting and bring on the honey!
Nature Transformation: Sand

* **Journeyman Level Jutsu**: +1 Sand Point (SP)
* **Master Level Jutsu**: +2 Sand Points (SP)

Upon accruing Sand Points, this will affect everyone on the field. Sand Points can have a maximum of 5 SP on the field at any one time. The user may use 1 SP to reduce the Chakra cost of Sand Release jutsu. The user may use any amount of SP on the field to subsidize the Sand Release's Chakra Cost. Using SP will remove SP from the field and will not add any SP on the field.
Tsukuyomi

This jutsu is rolled at -3 accuracy. The target affected by this Genjutsu will be affected by a Mental Bind. The target will lose Awareness of all in combat as well as Line-of-Sight with all in combat. The target will be mentally transported to another mental dimension. The target is bound within their mind and in the real world. The only action they may perform is [Struggle Free]. Anything requiring a MND Save in the real world will be an instant fail. All Bind Rules will apply in the real world.

The user may choose Tsukuyomi Actions to affect the target within the Tsukuyomi world as well as actions in the real world. The user must differentiate the two when submitting actions. The user's real world action will work as usual. Tsukuyomi actions will all cost the user 2 Chakra. The target, within Tsukuyomi, will still have a base AC equal to their base AC and Armor AC -- the target does not get AC relating to their SPD. The target may not autododge these attacks. All damage dealt to the target, while in Tsukuyomi, will be compiled and saved until the target breaks out of Tsukuyomi (or 3 rounds have elapsed). All damage dealt will be halved (round down) and will be dealt as Mental Damage to the target.

A target may only be affected by this jutsu a total of twice per thread.
Weapon Attachment List

**Attachment Rules**

* Starter Weapon Attachment Slots: 0
* Journeyman Rank Weapon Attachment Slots: 1
* Master Rank Weapon Attachment Slots: 3

Attachments may only be used with the required weapon types. If there is no required weapon types, it can fit onto any weapon. The user may only have one of each attachment placed upon a weapon (unless the attachment says otherwise). Some Attachments require a specific item to use. The user must have this item in their Combat Inventory in order to use this attachment.

Enchantments may be placed on any weapon (some enchantments may only be placed on Master Rank weapons). Some Enchantments are required to have a specific condition in order to activate while the majority will activate as soon as the weapon is equipped. These Enchantments will cost the user chakra every swing, only when the attack is successful. If the user does not have enough chakra, the enchantment will deactivate. The user may only have a maximum of 1 Enchantment on a single weapon at any time.

**Prices**

* **Attachments**: 200 Ryo
* **Enchantments**: 500 Ryo

## Attachment List

Each Attachment may only be placed upon a weapon once -- with no duplicates -- unless stated in the Attachment.
Samehada

* **Weapon Weight**: Medium or Heavy only
* **Weapon Type**: Kenjutsu Only
* **Weapon Element**: Shredding
* **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 Hoshigaki, they will no longer be able to use this weapon.

Shredding Elemental Effect
This weapon will now deal Shredding damage. Shredding damage has no specific resistances (but will still be affected by Taijutsu RES). Shredding will deal additional damage to target depending on the weight of the armor worn by the target:
* No Armor: +1d10 Shredding damage as bonus damage
* Light Armor: +1d7 Shredding damage as bonus damage
* Medium Armor: +1d4 Shredding damage as bonus damage
* **Blood Thirsty**: The Samehada gains +1 Accuracy against a target affected by [Bleed]. If this weapon hits a target affected by [Bleed], the target will automatically take their current [Bleed] damage as Bonus Damage. If the attack were to cause the target to [Bleed], this will deal the new [Bleed] damage instead.
Triage Medic

**Effect**: When healing a target whose HP is below 50% of their Maximum HP, the user's Medical NInja (that heal HP) used upon the target will now have the HP healed rolled at Advantage. Medical Ninjutsu used in this manner will also have +1 Crit Chance.
**Dark Medicine Effect**: When used with Dark Medicine, Medical Ninjutsu only gain +1 Crit Chance
Slithering Snake

* **Hands Used**: Up to the user
* **Element**: Piercing
* **Element Effect**: The user may choose one of the Piercing Elemental effects found in [Weapon Creation].
* **Range**: Melee or Long Range
* **Attachments**: At all ranks, only 1 Attachments

* **Heat Seeking**: (Passive) The user's Basic Strikes with this Cantrip will always be Ground-Based and will not affect targets affected by [Flying]. This weapon will attempt to make another attack at the end of the round if the attack missed. If this activates on a basic strike, the second attack will have it's damage rolled at Disadvantage. If this Cantrip is used with a Bloodline Jutsu, the second attack will only be a Basic Strike at no penalty.
Ninja Wire

**Full Use** | May be used to affect a target with a Restrictive Bind. Doing so will have it's accuracy rolled at -3 TAI Accuracy at Long Range. The DC will start at E Rank for 1 Ninja Wire and will have it's DC increased for every 1 Ninja Wire used. Lasts for 3 rounds or until the target breaks free.
Shurikenjutsu

**C** | 3 Chakra
 **B** | 4 Chakra
 **A** | 5 Chakra
 **QUICK**
**BONUS**
**ACTION**
Before reaching the Breaking Point, anyone with this jutsu may perform 'Unleash Volley' to drop all accumulated volleys onto everyone on the field -- including the user. This will use the accuracy of the one to perform Unleash Volley, using their accuracy at the time of using this Bonus Action.
Walking the Dog

## Mission Overview

Inuzuka Rangeki, a shinobi in our village, has petitioned a group of D Rank shinobi to assist walking their Ninken. Every shinobi will be given 10 Ninken to walk around the village long enough to wear them out. As such, this mission might take several hours as these ninken are used to training for combat. However, as they are ninken without a partner, they have grown lazy in comparison to some Ninken already working in the field. Some will have a massive amount of energy while there will be some that require a bit of a pick-me-up in order to go out on this walk. And if you aren't an Inuzuka, they will most likely not listen to anything you have to say -- but if you are an Inuzuka, this mission will be just a walk in the park.

## Mission Objective

Your objective is to simply walk the Ninken and keep them corralled and moving together. You'll encounter some resistance with ninken moving in different directions and ninken moving at vastly different speeds. Walk them until they are worn out and return to the Hokage Tower with the worn out Ninken for Mission Accomplished.