recursal/Fanatic-Fandom huggingface dataset:
Barbara Hadrison

### Position

Beloved of Albert from 1971 to 1978, who later became the wife of the former's rival due to long expectations, David Gadrison in 1984. Mother of Bernard Quinn.

### Affiliation

* Albert Kingsley (1971-1978) (formerly)
* David Gadrison (1984-2013)

### Role

Mentioned character (season 4, season 8)
 Flashback (season 4)

## Physical data

### Era

* 20th century
* 21 century
"Little Counter"

## "Little Counter"

### inhabitants

Composition:
Shadow (formerly)
Toxin (formerly)
Bill Cayer (formerly)
Ray Cayer (formerly)
James Walworth (formerly)
Doc (formerly)
Caretaker (formerly)
Bruce Cayer (briefly, formerly)
Skeletons (formerly)
 Element Masters (formerly):
Noue (formerly)
Annette (formerly)
Gerrat (formerly)
Dionysus (formerly)
Lord Grandmaster (formerly)
Quentin (formerly)
Civilian:
Visitors (formerly)
Federal troops (formerly)

### Appearances

Season 1
 Season 2
 Season 3
 Season 4
 Season 6
 Season 7
 Season 8
 Season 9
 Season 10
 Season 11
 Season 12
 Season 14
 Season 16
 Season 17 Prequel (Mentioned)
 Season 17 (Mentioned)
Rise of the fishmen

### Total

Preventing infection, dumping vaccines into the sea, turning many of the surviving fishmen into humans, which almost brought an entire new race to the brink of extinction

**The fishman uprising** was one of the major internal conflicts, instigated in part by the Hypnocobras after the release of the Eclipse virus in order to prove to mankind what snakes could be capable of. In the end, the Hypnocobras themselves, led by Seth, had to atone and correct this state of affairs. This conflict was the forerunner of the war against the Master of Darkness.
Josephus

### Position

Chief engineer and gunner in Edmund's team. In 2019, he confronted Ray and Jim, but after the betrayal of the Fire Brothers, he helped the first. After the removal of Aldrich, he temporarily stops hunting dragons.

### Role

* Antagonist (Season 16)
* Ally (Season 16)

## Physical data

### Abilities

* Firearms Possession
* Engineering mind
* Creation of special devices
* Repair and modernization of transport for current needs
Quentin Burnside

* 2017-2019
* 2004
* Resurrected (1997)
* Ghost

### Position

A vengeful spirit that gathers souls for the Lord Grandmaster in hopes of his own physical resurrection. He used the army of the dead to speed up the process, for which he received his reward in the form of a second life. Was a rival of Bill Cayer for a while, until they had to team up against the Time Master. In 2013, he was controlled by the Master of Darkness, but was brought to his senses. A similar process was repeated once again, in Egypt, in 2017. Participant in the war against the Master of Darkness in 2019. Possessor of the elemental element of Devastation

### Affiliation

Spirit Army (formerly)
Spirit World (formerly)
Zombies (formerly)
Lord Grandmaster (formerly)
 Masters of the Elements
 Master of Darkness (2013-2017) (forced) (former)
The composition of the "Little Counter" (2013-2017) (formerly)

### Role

Antagonist (season 4, season 5, season 11)
 Ally (season 5, season 6, season 9, season 10, season 16)
 Key character

### Relatives

* Unnamed mother
* Unnamed father

## Physical data

### Era

* 20th century
* 21 century

### Forces

* Phys. strength
* Element of Devastation

### Abilities

* Tactful mind
* Melee Proficiency
* Possession of the element of Devastation
* Consume (as a ghost) (formerly)
* Soul Removal (as a ghost) (formerly)
* Resurrection of the dead (as a ghost) (formerly)
* Physical Immunity (as Ghost) (formerly)
* Portal Creation (as Ghost) (formerly)

**Quentin Burnside** (1975-?) is one of the central characters of the Earth-461 universe, who first appeared as an antagonist and later an important ally. He took part in the war against the Master of Darkness.
Sahir the Tenth

### Position

Emperor and leader of the Cape Cobra clan in 459-512. Supreme Commander and one of the first participants in the first stage of the Serpent War. One of the creators of the triple serpent union.

### Affiliation

 Cape cobras
 Cape Cobra Army
Triple Alliance

### Role

* Protagonist ("Brothers War")
* Ally ("Brothers War")
* Mentioned character (season 3 "Code 78")
* Key character

### Title

* Emperor (459-512) (formerly)
* General (459-512) (formerly)

## Physical data

### Era

* 5th century
* 6th century
Earth-461 Вики

**Добро пожаловать на Earth-461 вики!**
Это онлайн-энциклопедия о **Earth-461**, куда любой участник может внести свой вклад. Мы рады каждому участнику! Просто нажмите «Править» в верхней части любой страницы или «Создать страницу» в меню рядом со счётчиком статей.

## Описание

*Основатели*, расскажите подробно о теме вашей вики и посетите кабинет администратора, чтобы увидеть больше советов о вики.

## Навигация

PlaceholderСтатья о теме викиPlaceholderСтатья о главном персонажеPlaceholderСтатья о главном антагонистеPlaceholderСтатья о первой серии/игровой миссииPlaceholderМесто действия темы викиPlaceholderСтатья о ключевом событииPlaceholderВажная статья

Вот список служебных страниц, которые пригодятся любому участнику вики:

* Все статьи вики
* Категории
* Свежие правки
* Изображения на вики
* Справка
* Инструменты вики
* Управление вики
* Оформление вики

Посетите Вики Сообщества и задайте любой вопрос на форуме.
Chansey

### Position

Member of the Deathbringers team who joined the first in 1998. Considered one of the best members of the team until he unexpectedly lost to Bill in 2004, after Andrews was exposed, he was also suspended along with the rest of the team

## Physical data

### Era

* 20th century
* 21 century

**Chansey** (1975-?) - was one of the top racers and a member of the Deathbringers until he was beaten in a race by Bill Cayer in 2004
Chaquins

### Position

A member of the Shire Squad, who joined the Confederate forces after the Grandmaster's takeover of Earth, is later released thanks to Bill and Quentin. He took part in the war against the Master of Darkness. One of the first employees of the Venom Corps. In 2052, he was a minor participant in the internal war of the Corps, engaging in a firefight with several soldiers of the Stucker Cell. In the same way, he became a participant in the Canadian Civil War, where he died in battle, bravely defending a military convoy in 2112.

### Affiliation

Army of Denrion (formerly)
Shire Detachment (1995-2112)
Federal troops (formerly)
 Venom Corps (2020-2112)

### Role

Antagonist (Season 3, Season 4, Season 6)
 Secondary Antagonist (Season 4, Season 6)
 Ally (Season 15, Season 18, Season 4 "Code 78")
 Supporting Character (Season 4 "Code 78")

### Title

* Corporal (1995-1997)
* Junior Sergeant (1997-2020)
* Senior sergeant (2020-2052)
* Junior Lieutenant (2052-2112)
* Senior Lieutenant (posthumously)

### Tolerance level

* 6 (2020-2052)
* 8 (2052-2100)
* RED (2100-2112)

## Physical data

### Era

* 20th century
* 21 century
* 22nd century

### Forces

* Shooting
* Physical strength

### Abilities

* Melee Proficiency
* Firearms Possession
* Leadership
* Heroism
* Courage
Nazar

### Position

A great spirit with a full-fledged element and elements of Darkness. Leader and General of the Dark Army. One of those whom many are afraid of and do not even dare to pronounce his nickname or name. Obsessed with swallowing worlds into eternal darkness.

### Affiliation

Cult "Hand" (bearer, formerly)
 SHARD Corp (1990-2004/2006) (formerly)
Dark army

### Role

Central Antagonist
 Mentioned Character (Season 17, Season 18, "The Secret Adventures of Vincent", "Lost", Season 2 "Code 78", Season 17 Prequel, "Darkness and Time")
 Secondary Antagonist (flashback, "Darkness and Time" )

### Title

* Master of Darkness
* General of the Dark Army

## Physical data

### Forces

* Increased physical strength
* Empowered Dark Element
* Telekinesis

### Abilities

* Cloning
* Possession of the element of darkness
* High durability
* Practical indestructibility
* Telepathy
* Mind control
* Journey through the worlds
* Teleportation (rare)
* Mutation
* Transformation
* Sex change
* Shapeshifting
* Voice change
* Height change (rare)
* Diplomat
* Polyglot
* Exchanger
* Wish maker

**Nazara** is a powerful, dark spirit. According to legend, it appeared almost simultaneously with the creation of the first man on Earth. Obsessed with swallowing worlds into eternal darkness, Nazara became best known by the nickname "Master of Darkness".

His nickname has become so popular that not even everyone dares to say it out loud, fearing thereby to call this bloodthirsty creature. Unlike many other living beings, Nazara, like the Brothers of Time, does not have his own alternative versions, which makes him completely one for the entire multiverse.
Sorgon

### Position

One of the main henchmen of the Master of Darkness, the commander of certain parts of the Army of Darkness. Attacking Chicago in 2017 and trying to break into New York through a bypass in 2018-2019. Exiled in November 2019 back to his home world.

### Affiliation

Dark army
Master of Darkness

## Physical data

### Forces

* Using the element of darkness
* Increased physical strength

### Abilities

Seriously strong resistance to many damages

**Sorgon** was one of the Dark Master's close minions and indirectly, the "herald of the Apocalypse" from 2017 to 2019, until he, along with many more units of the Army of Darkness, was banished back to his world by the Element Masters. Thus, temporarily going into oblivion until the right moment.
Shah-Su

### Position

The legendary dragon that sowed early chaos in the territories of Medieval China. Was defeated by Bill Cayer and Quentin in 1311. The alt version was sent to the Unknown World, in 1228, by way of time travel

## Physical data

### Forces

* Physical strength
* Breath of fire

### Abilities

* Increased physical strength
* Slightly above average durability
* Refractory
* Fire Breath Mastery
Andre/2013 version

### Position

The leader of the magical cultists. In 2013, he, along with other members of the cult, was attacked by the Shadow Master in order to find the staff of the Force and the Orb of Light, until the latter was stopped by the Time Master's team in time.

### Role

Minor Character ("Darkness and Time")
 Ally ("Darkness and Time")

## Physical data

### Era

20th century
 21 century

### Forces

Phys. strength
Some elemental elements

### Abilities

Tactical mind
Manipulation
Physical strength slightly below average
Ownership of multiple elements
Melee Proficiency

**Andre** (b.1946) is the leader of a squad of Magic Cultists who believed in the God of Chaos.

After a confrontation with Bill Cayer in 1997 and his defeat, he was forced to remain on the island along with the rest of the Cult. But despite this, he managed to survive, and already in 2013, he and his group, having lost a drop of their strength, faced the newly arrived Shadow Master, who hoped to find the Sphere in their hands, killing some members of the cult and torturing Andre. But when the Time Master Team intervened, Andre tried to help his rescuers. But due to the fact that the staff that Andre used was partially lost, the team had to move to Egypt, leaving Andre and his minions in bewilderment after what happened.
Erneido Andres Oliva Gonzalez

### Position

U.S. Army commander and Bay of Pigs operation, occasionally referred to by contemporary Cuban authorities as "the man who betrayed the country to the West"

### Affiliation

 US Armed Forces
* US Army

 CIA (formally, formerly)

* Brigade 2506 (formerly)

### Title

* Lieutenant-> Major General
* Deputy Commander of Brigade 2506 (formerly)

## Physical data

### Era

* 20th century
* 21 century

**Erneido Andres Oliva Gonzalez** (1932-2020)-in the rank of lieutenant was the deputy commander of the brigade 2506 of the ground forces of Jose Alfredo San Roman during the landing in the Bay of Pigs in Cuba in April 1961.
"Shadow"

### Position

Former leader and creator of "Little Counter". Participant in the war against the Master of Darkness, one of the few Shadows who were not influenced by their current Master. For now, he may have retired.

### Affiliation

Shadow Army (formerly)
Composition of the "Little Counter" (1213-2017) (formerly)

### Role

Central character (Season 1-10)
 Ally (Season 1-15)
 Mentioned character (Season 17 prequel, Season 17, Season 18, "Darkness and Time")

## Physical data

### Era

* 9th century
* 10th century
* 11th century
* 12th century
* 13th century
* 14th century
* 15th century
* 16th century
* 17th century
* 18 century
* 19th century
* 20th century
* 21 century

### Forces

* Dark Element
* Increased physical strength
* Hidden fighting style

### Abilities

* Diplomat
* Polyglot
* Fooling
* Medium durability
* Melee Proficiency
* Possession of firearms
* Possession of some elements of Darkness
* Stealth

**Shadow** was the creator of the "Little Counter", changing its composition more than once over several centuries. After meeting Bill Kayer in 1994, he decided to reopen his establishment to the world, having previously been isolated for fear of people. However, as Bill and Toxin's fame as local heroes began to rise, it became a big reason for more and more visitors to the Counter. Like the rest of the institution, he took part in the war against the Master of Darkness, but his role was secondary compared to others. After 2019, presumably, he retired. At the very least, his current status and location remain unknown.
Ray Cayer

### Position

Master of the elements of Fire and Lightning. The son of Bill Cayer, one of the key participants during the war against the Master of Darkness, later, chasing the latter through parallel worlds. Jim's best friend. Was a minor ally of the Venom Corps in the 2020s.

### Affiliation

"Little Counter" cast (formerly)
 Masters of the Elements

### Role

* Protagonist (season 11, season 12, season 13, season 14, season 15, season 16, season 17 prequel)
* Ally (season 12, season 13, season 14, season 15, season 16, season 17 prequel)
* Minor character (season 8, season 9)
* Mentioned character (season 17 prequel, season 17, season 18)

### Relatives

* Bill Cayer (1969-2056) father
* Toxin (b. 1970) -mother
* Bruce Cayer (b. 2068) - son

## Physical data

### Forces

* Physical strength slightly below average
* Using the element of fire
* Using the Lightning Element

### Abilities

* Possession of the element of fire
* Possession of the Lightning Element
* Combining two elements into one
* Melee Proficiency
* Cat Agility
* Overconfidence
* Cunning
* Self-control

**Ray Cayer** (1999-2073) is one of the central characters in the Earth-461 universe, Bill's son and master of some elemental elements. Participant in the war against the Master of Darkness and the one who "destroyed" the latter by the end of 2019

1. ↑ 1,0 1,1 1,2 1,3  According to files in the Venom Corps database, Ray died long before the events of Season 17
2. ↑ 2,0 2,1  Born between the events of seasons 7 and 8 after the marriage of Bill and Toxin
Yogg

### Position

A big man guarding a certain artifact, which turned out to be just simple test tubes of vaccines to stop the infection. He tried to stop Bill and his friends, but in the end he was defeated and thrown into the abyss.

## Physical data

### Abilities

* Shark fury
* Good durability

**Yogg** was one of the leaders of some of the fishmen, nicknamed "One-Eyed". He guarded the vaccine samples until he was defeated by the Master of the Elements along with his accomplices, being thrown into the abyss, which leaves his future fate ambiguous.
Red Dragon

* LAPD (bribed, formerly)

 Triad

### Role

Friendly faction (Season 1 "By the Will of the Sun", Season 2 "By the Will of the Sun")

**The Red Dragon** is a Yakuza clan that controls certain businesses in several areas of the United States and Japan. In particular: Los Angeles and New Jersey.

Previously, the Chicago districts were also subordinate to the clan, but due to frequent clashes with the police, the cities were forced to retreat.

In October 2029, disassembly began within the clan, caused by one of its members, Kudou Rintaro.
Ephemeral

**Sleep**: This effect is rolled first and will be made at -3 Accuracy. If this hits, the target will fall asleep, treating the user as if they were in a Restrictive Bind. All Bind Rules apply. This sleep will last for a maximum of 3 rounds.
**Living Nightmare**: If Sleep misses or after Sleep takes effect, the target will suffer from -3 MND Save and will take 1d10 Mental damage from all jutsu that will affect them, even if the action deals no damage. (This only counts towards actions that directly affect the target, excluding actions that causes everyone to make a save such as entering stealth and using clones). Living Nightmare lasts for 3 rounds.
Greater Rasengan

**C** | 4 Chakra
 **B** | 5 Chakra
 **A** | 6 Chakra
**Effect**:  The attack will have it's damage changed:
This jutsu will now be a multi-strike jutsu. The Initial Strike will deal 1d14 No Element dmg. The jutsu will now gain Secondary Strikes will now deal 1d7 No Element dmg. The number of Secondary Strikes will now be determined by the rank used:
* D Rank: 2 Strikes @ 1d7 No Element dmg each
* C Rank: 4 Strikes @ 1d7 No Element dmg each
* B Rank: 6 Strikes @ 1d7 No Element dmg each
* A Rank: 8 Strikes @ 1d7 No Element dmg each

The Secondary Strikes may only be rolled once the Initial Strike hits. If the Initial Strike misses, the entire jutsu misses. Each Successful Secondary strike that hits will give the remaining strikes +1 Accuracy and +2 damage. This bonus is cumulative. This Bonus Action may only be used twice per thread.
Creating Custom Cantrips

## Cantrip Rules

* The user isn't required to have a Cantrip physically equipped. The user is only required to have the Cantrip in their Combat Inventory
* The user is required to have a minimum of 10 Intelligence in order to create and use Cantrips.
* The user may not use any jutsu with Cantrips.

## Cantrip Creation

 Journeyman Rank Cantrip
 Master Rank Cantrip

## Cantrip Modifiers

### Cantrip Hands Used

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

 **One Hand** | +Xd0 Base damage
 **Two Hands** | +Xd2 Base damage
 The user is required to have both hands free, no weapons equipped in order to use this Cantrip. These Cantrips gain +1 Critical Hit Chance.

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

### Cantrip Element

Your Cantrip's Element will determine how it will behave once the Cantrip makes contact with the target. Only Base Elements can be used as the Cantrip Element.

 **Water** | Puddle
 **Wind** | Headwind
 **Lightning** | Strikes Twice
 **Earth** | Stone Breaks Bone
 **No Element** | Chakra Blast

### Cantrip Range

The user may choose to have their Cantrip be performed at Long Range or Melee Range.

### Cantrip Attachments

Upon purchasing a Journeyman Rank Cantrip, the user is capable of purchasing Attachments for their Cantrip. This can be done on purchase of the Cantrip or done any time in the future. All Attachments must be attached to a Cantrip, not allowing the user to have any 'loose' attachments. The user may remove an Attachment from their Cantrip, 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 Cantrip Attachments [Here].
Explosive Artist

Art is a Blast!

## Requirements

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

* C Rank
* Proficiency in Earth Ninjutsu.
* Write up a 2500 word RP (may be solo or not, but the user must have an RP of 2500 words) about obtaining the Mouth-Hands and obtaining Explosion Release.

## Lore

Before the Shinobi Era, those who are now known as Explosive Artists were a Bloodline from the Rock Country; the Shougekiha Clan. Having been born with mouths in their hands, they were originally used to quickly chew herbs to create poultices for creating medicines and eventually branched out to destroying small objects without a trace. These mouth-hands were almost always used for support work for clans. However, everything changed during the advent of the Shinobi Era.

It was soon discovered that these mouths were capable of chewing and gnawing on clay to infuse it with chakra. With a single word "Katsu" the Shougekiha Clan were capable of causing explosions. During Rock Country's founding, the Shougekiha were used extensively for creating and modernizing the Rock Country. Once Iwagakure was created, they were quickly employed as demolition experts and the village started to weaponize the Shougekiha Clan. This became a mistake, on behalf of Iwagakure, to employ combat focused Shougekiha Clan members when they were untrained with the weaponization of their Kekkei Genkai.

Recklessness became the downfall of the Shougekiha Clan and their uses became a liability during the KonoSuna War, having blown themselves and their partners up with their clay. They were instantly seen as a 'failed experiment' and were unable to join battle. Those that had the taste of battle and the taste of their explosive power let the power go to their heads. Disliking their position as 'liabilities' and 'pariahs' within their own village, the Shougekiha Clan attempted a rebellion against the Rock Country, only to be quickly quelled by the village's Jinchuuriki, killing a vast majority or the Shougekiha Clan. Those that survived fled from the village.

Seen as cowards and traitors, the Shougekiha Clan were written from the village records and all remaining Shougekiha Clan members spread out throughout the world. They would hone their craft and became skillful at the art of explosions. Many villages would have a 'Capture on Sight' order when they would find the Shougekiha Clan. They would become known as 'Explosive Artists' due to their penchant of relishing in their explosions in a flamboyant manner, as if it was a work of art. Even if history would forget about the Shougekiha Clan and call them 'Explosive Artists' they would always consider themselves as Shougekiha.
Hoshigaki

## Lore

The Hoshigaki hail from the Water Country and they bare a striking resemblance to the apex predator of the seas -- the shark. Wight bluish-gray skin, pin-point irises, a gill-like marking on their cheek, and multiple rows of razor sharp teeth, a Hoshigaki is very hard to miss just by appearances alone. Living on their own island within the Water Country archipelago, the Hoshigaki lived an isolated life full of swimming, fishing, and fighting. The Hoshigaki have war dances and war songs that extend thousands of years back, being passed down from generation to generation. However, with the integration of the Water Country after the Shinobi World had formed, the Hoshigaki now live on the mainland with the rest of the Water Country.

Often seen as monsters by most, they endure their fair share of verbal and physical abuse from people who decided their appearance made them 'freaks of nature' or 'monsters'. No, people who trivialize something petty like appearances were not worth the time of the Hoshigaki as they are generally seen as prey for the clan.

Upon reaching the age of 10, each Hoshigaki that is fit and capable of doing so will under-go the Sharkskin Trials. Regardless of where the Hoshigaki is, upon reaching their 10th birthday, they are to make a pilgrimage back to their ancestral home and then swim from their ancestral island all the way to the Island of the Samehada -- a 10 mile/16km swim. If the Hoshigaki survived that swim, they are to enter the underwater cavern and enter the Cave of Samehada. While in the cave, they must tame a Samehada. The survival rate for taming a Samehada is 1 in 4.

Once a Samehada is tamed, the user and their Samehada now gain a partnership and become the best of friends as long as the user is capable of sating their hunger for both chakra and blood.
Gerrat

### Position

The possessor of the element of Strength, caught by magical cultists in Hawaii, ended up unwittingly under the control of the Master of Darkness. Member of element tournaments.Later, one of the famous masters of the elements, a participant in the war against the Master of Darkness in 2017-2019.

### Affiliation

Master of Darkness (? - September 1997) (forced) (former)
 Masters of the Elements

### Role

Antagonist (Season 7)
 Ally (Season 7, Season 9, Season 10, Season 13, Season 14, Season 15, Season 16)

## Physical data

### Era

* 20th century
* 21 century

### Forces

* Element of Strength
* Physical strength

### Abilities

* Increased physical strength
* Courage
* Melee Proficiency
* Mastery of the Element of Power

**Gerrat** (1983-?)-was one of the famous Masters of the Elements after she was freed from André's influence by Bill Cayer in 1997, thus becoming part of a single team along with the rest, protecting not only the United States, but the rest of the world.
Jashin

Template:Character Sheet

## **Appearance**

Nobody truly knows what Jashin looks like. There have been many, various depictions, but the one that became the most popular was a red demon bearing 6 arms, an oni-face, many fangs, while wearing a purple robe. Within Jashin's hands, Jashin could be seen holding a scythe in one of their hands and a chalice of blood in the other. When asked about more specific information about Jashin, there seemed to be conflicting details. Even if nobody knows what Jashin looks like, it is the idea of Jashin that draws people towards them and not necessarily the way they appear.

## **Personality**

Jashin's personality is only stated within the teachings of Jashin. The teachings state that Jashin is a cruel and jealous god. Selfish and appealing to those who are emotionally vulnerable. While Jashin is selfish, Jashin is also a kind and giving god to those that worship them. A gift of blood is all that Jashin required to be satisfied. For those that Jashin have decided to be perfect beings and their most loyal of cultists, Jashin will grant them immortality.

## **History**

Jashin's history is only stated within the teachings of Jashin.
Great Dragon Fire

* Great Dragon Fire
* Dragonsong Fire

 **C** | 4 Chakra
 **B** | 5 Chakra
 **A** | 6 Chakra
**Effect**:  The user's jutsu is split into multiple strikes instead of a single attack. Due to how erratic the attack is, this will not trigger the target's traps nor Reflex Bonus Actions. This will have the same effects as the original jutsu, however, the secondary effect may only activate once.
Explosive Art

**Effect** | The user will now have access to the Explosion Release Advanced Element. If the user has a Proficiency with Earth Ninjutsu, they are capable of converting it into Explosion Release. If the user has a Proficiency with Lightning Ninjutsu, they are capable of converting it into Explosion Release. When performing any of these jutsu, the user must only specify they wish to convert the jutsu into Explosion Release.
When converting a jutsu into Explosion Release, the jutsu will lose it's passive effect for that element and it will be replaced with the Explosion Release effect "Blast". Upon a successful hit, all targets within Melee Range (Friend or Foe) will also be targeted by the jutsu.
Jashinist

Immortal Blood Cultists

## Requirements

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

* C Rank
* Must have killed at least 1 person (whether killed a PC in a modded battle or an NPC in an RP)
* Write up a 2500 word RP (may be solo or not, but the user must have an RP of 2500 words) hearing the good word of Lord Jashin through one of the apostles and join the Cult of Jashinism. The user must then undergo the rituals and make a sacrifice to Lord Jashin.

## Lore

A Jashinist is a member of the Cult of Jashinism. Jashinists worship the blood god Jashin. Those who have been found worthy are to drink of Jashin's blood and are given immortality. However, drinking of Jashin's blood will also warp the mind of the Jashinist to think only of Jashin and to follow the Tenets of Jashinism. They feel compelled to follow the Tenets and to live by the Tenets. While they still have a little bit of themselves deep within, the compulsion to follow the Tenets is more powerful than their own selfish desires.
Drunken Fist

* **1/2 DP**: The user may not perform Reflex Bonus Actions, but their Martial Arts attacks gain +2 Accuracy and +5 damage.
* **3 DP**: The user's actions gain +5 Ticks Cast Time. If any target enters melee range with the user, the user will gain a free Basic Strike against that target. This stacks with Paranoia and will be considered a second attack after Paranoia activates. The user also gains +2 AC against Melee Ranged attacks.
* **4/5 DP**: The user will take Fire damage at Advantage. The user's actions will not trigger Reflex Bonus Actions.

If the user reaches 7 DP, they will automatically take on the [KO] effect, regardless of their HP until they have reached 3 DP. They will not roll Death Saves in this instance.
010: Zero HP

## Reaching 0 HP

Once a combatant's HP has reached 0, they will be considered [K.O.]. Upon being affected by [K.O.], the combatant will now be forced to roll Death Saves starting at the very beginning of next round.

## Death Saves

Starting the beginning of the following round, the combatant will begin rolling Death Saves. A Death Save is a 1d20 roll. The combatant must choose whether to use their BDY Save bonus or their MND Save bonus. This bonus will be added to the roll. The DC for a Death Save is 11.

* **Succeeding Death Save:** Upon rolling a 12 or higher on their Death Save will result in +1 Successful Death Save.
* **Failed Death Save**: Upon rolling an 11 or below on their Death Save will result in +1 Failed Death Save

### **3 Successes**

Upon the combatant gaining 3 Successful Death Saves, before 3 Failed Death Saves, they will return to combat with HP equal to their BDY Stat. Every successive time this happens, the HP recovered will be reduced by half every time. The returning combatant is capable of making actions, on the same round they stand up.

### **3 Fails**

Upon the combatant gaining 3 Failed Death Saves, before 3 Successful Death Saves, they will be considered [Dead]. The combatant is suggested to begin creating a new character at this point.

## Helping K.O. Target

* **Intervention Action**: Anyone is capable of performing the Intervention action on a K.O. target. This will use the user's Quick Bonus Action and will be placed into Melee Range of the target. This person will perform a Death Save for the target. If the person making the Intervention makes a successful Death Save, this will count towards the target's Successful Death Save count. A failed Intervention will not penalize the KO target.
* **Medical Ninjutsu**: Medical Ninja are capable of performing Medical Ninjutsu on the KO target. Doing so will heal HP at Disadvantage and will grant the target +1 Successful Death Saves. The HP recovered will be saved until they stand up. Upon the target standing up, they will regain this HP.

## Attacking K.O. Target

This may only be in effect if the battle is still going on. If the only target is K.O, the battle would end. If there are still others in battle, anyone may attack the K.O. Target. The target loses all AC from their SPD but will maintain their Base AC and Armor AC. If the attack hits, this will grant the target with +1 Failed Death Save. (If this is loopholed, the people loopholing will have their characters killed directly after the battle -- The character will be Stuffed into the Fridge).
Intellect Devour

**Duration** | 2 Rounds

The user of this attack may not perform any other actions other than maintaining this jutsu -- including Bonus Actions. At the user's Initiative, they will deal Mental Damage and drain another 1 MND from the target. The loss of MND for the target will remain until the end of the thread and the gain of the MND for the user will remain until the end of the thread. However, if the user of this jutsu is [K.O.] during the battle, the MND stats will return to normal for both users. A target may only be affected by this MND drain once per thread.
Calorie Control

* E Rank: 5 Calories
* D Rank: 10 Calories
* C Rank: 15 Calories
* B Rank: 20 Calories
* A Rank: 25 Calories
* S Rank: 30 Calories
* SS Rank: 35 Calories

Calories are only usable with Bloodline Jutsu and Martial Arts Taijutsu. When used with Martial Arts Taijutsu, the user may use Calories instead of the Chakra Cost. Doing so will grant the Martial Arts Taijutsu damage at Advantage. For use with Bloodline Jutsu, the user is capable of using the Jutsu Modifier with Calories or certain Bloodline Jutsu..
Once the user reaches 0 Calories, they are incapable of using their Bloodline Jutsu. The user may only regain Calories by eating Food-Type Consumables.
Cursed Seal of Heaven

* 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.
Blade Block

Blade Block

* **Melee Ranged Weapon Effect**: The user will automatically dodge the attack and will Grapple with the weapon. This will occur automatically if the user has a higher Strength stat than the attacker and will fail if the user's Strength is lower than the attacker's. While the weapon is grappled, the attacker makes a free [Struggle Free] attempt, using their Strength instead of BDY Save against the user's Strength as their DC. While the weapon is grappled, the attacker may not use their weapon until they succeed a [Struggle Free]. If the attacker has to, they can drop the weapon to free themselves. Doing so will automatically cause the user to be equipped with that weapon.
* **Shurikenjutsu Effect**: The user will automatically dodge the attack and catch the weapon. This will not remove the attacker's ability to use this weapon. The user, however, will have 3 uses of this weapon gaining any benefits of the weapon at the time of catching: Including it's Attachments and Enchantments. The user using this weapon with enchantments will not affect the attacker's Enchantment count.

* **If hit with a Shurikenjutsu Weapon Offensive Attack**: Activate the Shurikenjutsu Weapon effect
The composition of the "Little Counter"

**The "Little Counter" line-up** is a small group, nicknamed by local New York City heroes, consisting of the most famous members: Bill Cayer, Toxin, Shadow, Caretaker, Doc, Quentin and Shire. The last two left the group, eventually Bill himself left, and Ray came to replace him for a short time.Despite the common forces and key participation in the war against the Master of Darkness, the team still finally broke up after 2019 due to small disagreements among themselves and personal problems that arose among some members of the group.
Halfblood

* When a Bloodline offers a Doujutsu as it's Base Ability, the user may obtain both but may only have 1 Doujutsu active at any time.
* The user may only bring 1 Ultimate Rank jutsu (S Rank jutsu) with them coming from either Bloodline.
* Bloodline Weapons may only work if the user has the pre-requisite ability(s) to use those weapons equipped.
* The user may only have 1 Secondary Chakra Pool.

When the user wishes to change any of their Bloodlines (whether their main bloodline or their additional bloodline) it will be changed as normal.
Creating Custom Puppets

## Puppet Rules

* The user is required to have a Puppet physically equipped. The user is only required to have the Puppet in their Combat Inventory
* The user is required to have a minimum of 10 Chakra Control in order to create and use Puppets.
* Puppets are targetable, but puppets cannot be disarmed from the user. If the user's puppet's HP reaches 0 HP, it will be considered 'Disabled' until it is repaired.
* Puppets cannot equip other Puppets in their Armament
* Puppets are immune to Mental Damage and Genjutsu effects

## Puppet Modifiers

### Puppet Size

Puppet Size is one of the many modifiers that will affect a Puppet. Each Puppet gains a Base attack from the Puppet, itself. This does not include any weapons wielded through it's Armament. The Puppet Size is extremely important and can grant the Puppet various effects:

 **Medium** | +Xd0 Base damage
 **Large** | +Xd2 Base damage
 Capable of using all weight of weapons and all hands of Cantrips

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

### Puppet Base Weapon Element

A Puppet's Element will determine the type of damage dealt by it's Base Attack. The Elements available are the same elements as Weapons.

### Puppet Base Weapon Range

This will only affect the Puppet's Base Weapon. The Puppet's Base Weapon will either be Melee or Long Range.

### Puppet Armament

Upon purchasing a Journeyman Rank Puppet, the user is capable of equipping Armament upon their Puppets. These are equipment items that the Puppets are capable of using. The user may choose, when submitting information to the BM, what to place in the Puppet's Armament. The following are allowed to be used in Puppet Armament:

* **Weapon**: An already made weapon created by the user. These weapons cannot be used by the User and will be 'attached' to the Puppet, itself. These weapons cannot be disarmed from the Puppet. A Puppet wielded with the weapon will be able to use jutsu of that weapon type -- will not use any of the Puppet's Attachments when performed in this manner.
* **Cantrip**: An already made cantrip created by the user. This cantrip will be equipped to the puppet and the user will not be able to use this Cantrip. When using the Cantrip, the Puppet's Attachments will not be used -- only the Cantrip's Attachments
* **Consumable Items**: Any consumable item may be stored and used by the Puppet -- this includes Traps and Combat Items.

### Puppet Attachments

Upon purchasing a Journeyman Rank Puppet, the user is capable of purchasing Attachments for their Puppet. This can be done on purchase of the Puppet or done any time in the future. All Attachments must be attached to a Puppet, not allowing the user to have any 'loose' attachments. The user may remove an Attachment from their Puppet, 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 Puppet Attachments [Here].
Crimson Spider

## 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**: Crimson Dominion
**B Rank**: Web of Flames
**A Rank**: One of Many

### Jutsus

**C Rank**: Crimson Webbing
**B Rank**: Attract Prey
**A Rank**: Burning Net
Corpse Puppet

This puppet will be consider Medium Sized. The user will determine the base Puppet Damage. Otherwise, everything else will based off of the Dead PC. The Corpse Puppet will have Armament Slots equal to their Combat Inventory slots and items from the Dead PC's Inventory are what can be used as the Puppet's Armament. The user will also select the 2 Puppet Attachments.
The user is required to have the Corpse Puppet in their Inventory in order to use the Corpse Puppet. The Corpse Puppet cannot be used with any other Puppet other than the user's Puppet Body. The user will be able to use any jutsu the Dead PC has.
Body Pathway Derangement

* The action they wish to perform will be changed to a random action. This will be rolled randomly from the following list

Rolled out of 1d10.
When a random action is to be performed, roll another 1dX depending on the number of those kind of actions available.
 **3** | Basic Strike upon themselves. The target may dodge their own attack.
 **5** | If the target has a Clone Jutsu, randomly roll a Clone jutsu. If the target does not, the target does nothing
 **7** | If the target has a Medical Ninjutsu that heals the user's HP, randomly roll a Healing Medical Ninjutsu on the user. If not, the target does nothing.
 **9** | The target begins to flee.

This effect lasts for 3 rounds.
Armor Creation

Armor may mean the difference between life and death. Having armor can make attacks bounce off of the user, increasing the user's AC (Armor Class). A large bulk of a shinobi's AC will come from armor. Much more simpler than weapon creation, armor can be quite powerful.

### **Armor Description**

The user is required to make a short description of the armor. This will help with describing the armor and letting others know how it looks like and fighting with it on can feel different without it. This is specifically for roleplaying reasons.

### **Armor Lore**

Is there anything special with the armor? Any special means of acquisition? Is this a cursed armor or a holy armor handed down through your clan for generations? Not every armor needs to be created at an armorer.

## **Building Your Armor**

Now that the IC stuff is out of the way, it is now time to start building your armor. There are 2 payment points to building a armor:

1. Pay depending on Rank
2. Pay depending on Attachments.

### **Armor Rank**

Weapons will have 2 ranks they can be created at: Journeyman Rank, and Master Rank armors. The higher the rank, the more it'll cost, but the more powerful it can become. Anyone may purchase an armor at any rank, but they will be stuck, depending on their rank, with the effects of armor at that rank. These armors will grow with the user.

 Medium Armor
 Heavy Armor
 **Master Rank** | B-A Rank
 Medium Armor
 Heavy Armor
Haken Roku

Template:Character Sheet

## History

### Childhood / Adulthood

"*This information was lost. Those who ended up surviving the tragedy known as the Double Impact Event have either defaced, stolen, or completely destroyed all information in regards to Haken Roku's past. Any information I have attempted to gather was met with anger and rage so finding out any information, in regards to this man, about anything from their childhood and early adulthood was in vain. The only known information was during his time as the First Kazekage's assistant and then his time as the Second Kazekage.*"
- Rokubungi Jin, Historian
Elemental Illusion

* Elemental Illusion
* Onibi
* Funayurei
* Raiju
* Shorokaze
* Tsuchigumo

 **Senses Available** | Visual
**Category**: Debuff
**Category**: Mental Bind
**Category**: Emotion Effect
**Category**: Emotion Effect
**Category**: Offensive
The target sees a Clone of the user. If the Clone is struck, it will turn into a massive spider. This massive Spider will then grab the target and wrap them up before sinking it's fangs into them. This will deal:
* D Rank: 1d7 Mental dmg
* C Rank: 1d7+7 Mental dmg
* B Rank: 2d7+7 Mental dmg
* A Rank: 2d7+14 Mental dmg

This clone will remain on the field for as long as the Genjutsu is active on the target. This will stack with other clones. Upon a roll of 2 (even with other clones), the Tsuchigumo will activate.
EX-008: Stances

## What are Stances?

Stances (or Styles) are toggle-able effects that the user can place upon themselves. Most Stances come with a bonus as well as a negative or may affect how people will do combat.

## Entering and Exiting a Stance

To enter a stance, the user is required to use a Quick Bonus Action [Enter Stance] to enter the stance. The user must indicate which stance they wish to change to. The user is required to use a Quick Bonus Action [Leave Stance] to leave the stance, removing the stance's effect on the user. The user may switch stances, if they have multiple stances, by simply entering the new stance. The new stance will replace the previous stance. Stances with selectable effects, the user must indicate which effect they wish to take on. To change the Stance effect, the user must re-enter the stance to re-adjust the stance's effect.

## Stance Limit

Not to be confused with Form Enchantments, the user may only be in 1 stance at a time.

List of Stances [Here]
Chakra Enhanced Strength

Chakra Enhanced Strength

Increases the user's Strength stat by:
* D Rank: +1 Strength
* C Rank: +2 Strength
* B Rank: +3 Strength
* A Rank: +4 Strength

**Costs**: +2 Chakra
This jutsu will no longer increase the user's Strength. However, this will now increase the user's Speed stat upon a successful hit. The bonus speed will remain as long as the Enchantment remains on the weapon.
Body Flicker

**C** | 3 Chakra
**Effect**:  The user must state whether this will be used for:
* Engaging
* Disengaging

Engaging allows the user to enter Melee Range safely, without activating the Paranoia Feature (or anything similar) to perform a Melee Ranged attack. The Rank must be equal to or greater than the target. A Rank will work on S Rank shinobi.
**Effect**: When the user is targeted by a Bind (non-Mental Bind), they will automatically dodge it.
Flying Thunder God Seal

The user is capable of handing out up to 3 Flying Thunder God Seals. These must be performed in an RP where the user and receiver(s) must post 1000 words giving and receiving the Flying Thunder God Seal. The user may hand out multiple in the same RP and will only be required 1000 words minimum. If performed in multiple RPs, the user must post at least 1000 words in each RP. The user must have a good reason to hand out these seals.

Seals Effect* **The one receiving**: The ones receiving the seal will gain +2 AC when using the weapon equipped with the Flying Thunder God Seal. The ones receiving must have this weapon in their Combat Inventory in order for the Namikaze's effect to take place.
* **The Namikaze**: The Namikaze must have this ability with them when joining the battle. They may, at any time, use Flying Thunder God to one of these weapons to join that battle at any time. The user must submit their information to the BM as well as their first round actions. This will use the Namikaze's Bonus Action to perform. The user must specify when, during the round, they wish to join and their actions will begin at that point.

Traveling the Distance
Even if the Namikaze was in a different country, they are still capable of entering the battle from anywhere at any time. Prior to doing this, the user is required to leave all topics in the foreign area and then they are capable of joining the battle. They will be considered in-place in this area and will require travel in order to return to where they came from. This may even be used out-of-battle for the user to instantly appear in the new area without using the Travel rules, as long as a holder of the seal is present in that area.

Handing out New Seals
In the event one of the holders of the seal are dead or have gone inactive, the user is capable of disintegrating that seal and is capable of replacing that seal, granting it to a new person. That destroyed seal will be removed from that person's weapon (with their Character Sheet to match).