If you have amassed a Combo Counter from performing jyuuken combos, you
will be able to use one of several jyuuken-specified finishers, listed
below.
______________________
\page
##### --( Hakke Sanjuuni Shou - Eight Trigrams Thirty-Two Palms )--
A simplified version of the Eight Trigrams Sixty-Four Palms. As its
complexity and difficulty are reduced, it's easier for novice Hyuuga to
learn, and has some advantages in battles when one needs a quick
advantage, lacking the time or energy to resort to more advanced
versions of the technique.
The user launches into a series of high-speed jyuuken strikes at an
enemy, aiming to temporarily disable them--more advanced versions can
effectively remove an opponent from the battle entirely, and while
Thirty-Two Palms typically lacks that capability, it's nonetheless a
force to be reckoned with.
- Type: Taijutsu, Rank D
- Stamina: 15
- Chakra: 15
- Damage: 1d6
- Special: Finisher
- Speed: 15
- Requires: Byakugan active
Combo Bonus: +1 Stun, +1d6 damage, Special
Effects:
For the combo bonus, you may choose between one of the following three
effects:
- (Combo Counter)/3 Sealed Tenketsu

- (Combo Counter)/2 Paralysis, with a Duration of
(Combo Counter)*5

- (Combo Counter) Immobilization, with a Duration
of (Combo Counter)*5
______________________
##### --( Hakke Rokujuyon Shou - Eight Trigrams Sixty-Four Palms )--
A devastating series of Jyuuken strikes carried out in rapid
succession, sealing many of the opponent's tenketsu in the
process. The strikes are made in increasing powers of two:
two strikes, followed by another two, then four, then eight, then
sixteen, then thirty-two, for a total of sixty-four strikes. The damage
to internal organs and chakra flow is often so debilitating that the
victim can no longer stand.
- Type: Taijutsu, Rank C
- Stamina: 25
- Chakra: 25
- Damage: 0d6
- Special: Finisher
- Speed: 20
- Requires: Byakugan active
Combo Bonus: +2 Stun, +1 Immobilization, +2d6 damage, Special
Effects:
This finisher's Immobilization lasts until its stun has worn off. For
the combo bonus, you may choose between one of these two effects:
- (Combo Counter)/2 Sealed Tenketsu
- (Combo Counter)/2 Paralysis, with a Duration of
(Combo Counter)*5
```
```
______________________
##### --( Hakke Hyaku Nijuuhachi Shou - Eight Trigrams One Hundred
Twenty-Eight Palms )--
The ultimate and most demanding Jyuuken combination strike, the final
development of the Hakke Rokujuyon Shou. The shinobi's speed
and chakra control have reached truly amazing levels, effectively
doubling the strikes made from sixty-four to one hundred twenty-eight.
- Type: Taijutsu, Rank B
- Stamina: 35
- Chakra: 35
- Damage: 0d6
- Special: Finisher
- Speed: 25
- Requires: Byakugan active
Combo Bonus: +1 Sealed Tenketsu, +0.5 Paralysis, +1 Immobilize, +3
Stun, +3d6 damage
Effects:
The Paralysis and Immobilize last until the Stun has worn off.
______________________
##### --( Sealed Tenketsu )--
This is a status effect. Every tenketsu sealed gives you a -1 penalty
to Chakra Exhaustion rolls; half this total penalty is applied to your
Stamina rolls. Furthermore, if you fail a Chakra Exhaustion roll while
your Tenketsu are sealed, whatever technique you were trying to use
fails to activate (but you advance a Fatigue level as normal) and you
lose Vitality (or HP) equal to the Chakra cost of that jutsu.
Sealed Tenketsu stacks partially with itself. If you already have the
status applied, and are struck by another attack which it inflicts it,
add half (rounded down) the lower severity to the higher; this is the
new severity of your Sealed Tenketsu status. For example, if you were
at 3, then hit by an attack which inflicted Sealed Tenketsu 5, your
status would be (5 + 3/2) = (5 + 1) = 6. Another attack with ST 3
would, then, raise you to 7.
\page
## Nara
A modestly-sized yet highly influential clan in Leaf, the Nara
primarily use secret ninjutsu techniques which manipulate shadows,
using them to disable opponents and control the battlefield.

What they're truly known for, however, is their many medical advances.
While the clan produces few talented medical nin, a disproportionate
number of the advances in theory and actual, physical medicines and
treatments seem to come from the Nara. The pills used by the Akimichi
clan are just one example of the Nara's medical breakthroughs.

The Akimichi, Nara, and Yamanaka clan have always enjoyed a special
relationship with one another, often working in teams and as allies;
that bond stands at the heart of Leaf village, and is often looked to
by other shinobi as an example of Konoha's unity.
#### -=[ Abilities ]=-

##### --( Kagemane no Jutsu - Shadow Imitation Technique )--

The most basic of the Nara's techniques, the user extends their shadow
and links it to another person's. Once successful, the two are
physically linked, giving the Nara exceptional physical control over
their victim.
- Type: Ninjutsu, Rank D
- Chakra: 15
- Range: CHA /3
- Upkeep: 6
- Speed: 16
- Seal Speed: 8

Effects:
This requires a ninjutsu strike with a -3 penalty, which is removed if
a Flash Bomb has been used in the past 5 IC.

The victim can, as a Speed 10 action, attempt to break free, which is a
1d20+STR/5 OR RES/5 roll with a -5 penalty, against your 1d20+CHA/5.
Every attempt to break free gives a cumulative +2 bonus. The victim may
take no other actions which require physical movement.

You can make the target perform and taijutsu you know, use any weapon
they have, and ninjutsu or genjutsu you both know, and perform any
mundane tasks, including forcing them to disarm themselves. They pay
the Stamina and Chakra costs for any actions you make them perform,
though you must perform the same actions.

If you attack them, they use the same attack against you. You can use a
Large weapon to attack them without being hit if they have a non-Large
weapon (or no weapon), and any non-Small weapon to attack them without
being hit if they have a Small weapon (or no weapon).

You may perform any ninjutsu or genjutsu you know against them; if they
know the same technique, they perform it as well, directed at you.

You may make them attack someone with any technique you can force them
to perform, with a -3 penalty to their Accuracy. You can also attack
the same target as them, at the same time. For all the above methods of
controlling their actions, your Speed is advanced by the appropriate
amount, and theirs is not.

If the victim is attacked, you can either choose to defend for them,
partially relax the technique long enough for them to defend
themselves, or force them to take the hit without defending. If you do
this, they immediately get a roll to escape with a +5 bonus, which they
may, after seeing the result, add 10 to per point of Willpower they
spend.

\page
##### --( Multiple Shadow Bind )--
You can target multiple people with your Kagemane no Jutsu. Every
person beyond the first adds 5 to Kage Mane's chakra cost, and 2 to its
upkeep. You may target up to 1 additional person per rank.
- Type: Ability
- Base Cost: 6
- Scale: 4
- Limit: CHA /30
##### --( Kagebuki Shibari no Jutsu - Shadow Neck-Binding Technique )--
A more advanced version of Shadow Imitation, this extends the user's
shadow up a victim, creating elongated hands and arms to wrap around
and strangle, or otherwise injure, the victim.
- Type: Ninjutsu, Rank C
- Chakra: 20
- Speed: 16
Effects:
This can be used only on someone who's already trapped by your Shadow
Imitation Technique, and as such does not require an Accuracy roll. If
used consecutively, its Chakra cost is reduced to 15.
This can be used to strangle, or attack. Used to strangle, it inflicts
Suffocation 1 every time it's used. When you take any other action
(including movement and defensive actions) the Suffocation is
considered to have ended.
Alternatively, you may use this to directly damage an opponent, dealing
only your damage bonus multiplied by its speed. This damage cannot be
reduced below half by effects such as damage reduction and jutsu. It's
automatically a called shot, and wounds it inflicts cannot be prevented
by armor. Defending against Shadow Neck Bind is not possible. This
technique inflicts Blunt damage.
##### --( Kage Nui no Jutsu - Shadow Sewing Technique )--
This materializes shadows, allowing them to physically attack and bind
an opponent (and, well, leave the ground). The user reshapes their
shadow into several needle-tipped tendrils and attempts to impale an
enemy with them.
- Type: Ninjutsu, Rank C
- Chakra: 25
- Damage: 8d12
- Speed: 12
Effects:
This cannot be used while Kagemane no Jutsu is maintained. It inflicts
a -4 immobilization penalty on anyone affected; you may target as many
people with Shadow Sewing as you can with Shadow Imitation, without
increasing its cost. Shadow Sewing has a +3 bonus to its Accuracy.
You may use Shadow Imitation on anyone affected by Shadow Sewing,
ending the latter effect and automatically snatching them in your
Shadow Imitation. Someone trapped by Shadow Sewing can still take a
Speed 10 action to try to break free, using the same roll as if they
were escaping from Shadow Imitation. This technique deals Piercing
damage.
```
```
##### --( Kagemane Shuriken no Jutsu - Shadow Imitation Shuriken
Technique )--
By infusing weapons with chakra, you give them the properties of your
shadow techniques. Using these to pierce the enemy's shadows anchors
them in place.
- Type: Ninjutsu, Rank B
- Stamina: Special
- Chakra: 20
- Accuracy: +4
- Speed: Special
- Requires: Chakra Flow, Shadow Imitation Technique
Effects:
This is a thrown weapon attack, using that attack's Stamina and Speed.
It inflicts a -2 Immobilization penalty on the victim, rather than
doing damage. Multiple applications of this technique can be applied to
the same person, up to a maximum of -8. These penalties last until the
victim has taken a Move action with a Speed of double the total penalty
they're under, -1 per 40 points of STR they have.
##### --( Kageyose no Jutsu - Shadow Endgame Technique )--
Working on the same principle as the Shadow Sewing Technique, this uses
materialized shadows.
- Type: Ninjutsu, Rank B
- Chakra: 20
- Upkeep: 2
- Speed: Varies
Effects:
You can create shadows of tendril to grab, retrieve, and throw objects.
This costs 1 AP per CHA/50 yards away the item is. Throwing them is
handled as a regular thrown weapon (or multi-throw) attack, costing 1
AP per 2 Speed of the attack; you may use the Shadow Imitation Shuriken
Technique with these weapons. These attacks use your ninjutsu, rather
than physical, damage bonus.
You may continue to use Shadow Endgame so long as you maintain its
upkeep.
\page
## Senju
Once known as the Senju Clan of the Forest, and allegedly descended
from the Sage of Six Paths, founder of ninjutsu, himself, the history
of the Senju clan is the history of Konoha. They founded the village,
the First, Second, and Fifth Hokages were all members of descendants of
the clan, and it's said the First Hokage used his Senju bloodline to
create the very village itself. Their name, meaning Thousand Hands,
came from their peerless talents in all aspects of ninja skills: if
there was every a 'greatest clan' of ninja, it was them.

They're also virtually extinct. The clan itself died out generations
ago. Of the perhaps dozen people alive who actually were born with the
Senju name, almost none of them actually manifest their clan's
abilities.

The bloodline is as persistent and hardy as the forests it symbolizes,
though. In every generation, a handful of ninja will be born who
exhibit the traits of the Senju bloodline, and inevitably their lineage
will be traced a Senju ancestor, sometimes more than a century distant.
Some even unofficially take the Senju name out of respect.

Senju begin with Elemental Aptitude for Water and Earth. They have
Elemental Affinity for Mokuton, which includes Sution and Doton.
##### Senju begin with 1 less Unique Point.

#### -=[ Abilities ]=-

##### --( Mokuton - Wood Release )--
The Senju bloodline, once famed for their limitless talents, have
fallen far, but one trait remains--or, rather, it's the only one that
can be recognized as a sign of Senju heritage. That is Mokuton,
combining Water and Earth natured chakra to produce wood-related jutsu.
It should be noted that this is wood, specifically, and to a lesser
extent, trees--they don't have (despite what legends claim) plant
empathy, the ability to restore life to wilting flowers, or anything
similar.
Any Suiton or Doton technique can be converted to Mokuton, with the
following effects:
- +5 Chakra cost
- Gallon requirements for Suiton techniques are
removed.
- Suiton techniques which normally apply
visibility penalties to any area instead apply Immobilization penalties
with a severity equal to half (rounded down) that of the normal
visibility penalty.
- Any applied immobilization penalties that
normally fade over time take twice as long to fade.
- All Mokuton techniques add CHA/10, rather than
DEX/10, to your Accuracy, if this would be preferable.
- The Upkeep of Mokuton techniques is reduced by
CHA/30, to a minimum of half its original value.
- The Chakra Exhaustion penalties incurred by
using Mokuton techniques are reduced by 1, to a minimum of 1.
- Mokuton is weak to Raiton, but strong against
Doton and Katon.

##### --( Moku Bunshin no Jutsu - Wood Clone Technique )--
This technique takes advantage of mokuton's ability to accelerate plant
growth by converting some of the user's cells into, essentially, plant
matter; the wood clone physically buds off the user before taking on
their appearance.
- Type: Mokuton Ninjutsu, Rank C
- Cost: 1 Willpower per clone
- Speed: 10, +3 per clone
Effects:
Wood clones follow most normal rules for clones, but have (CHA)*2 HP,
and your attributes. They do not suffer wounds and you may only ever
have up to three at once in existance. They may perform any action you
normally could, by spending 1 AP per 2 Speed of that action; however,
after reaching Fatigue 2 they decay into lifeless wood pulp and fall
apart. Wood clones may not take actions with a chakra or stamina cost
greater than 20+(your RES for taijutsu, or CHA for ninjutsu)/10.
Wood clones have your mind, and can act independently. You are aware of
their location, and they yours, though your senses are not linked. You
may reabsorb a 'living' wood clone by touching it, in which case you
'download' all its memories.
When Wood Clones attack, their actions are always considered to be Held
Back, as per the ability in Chapter 5, even if you do not have the Hold
Back ability. This means they use only half your damage bonus for
dealing damage, and the severity of wounds they inflict is reduced by
one category.
\page
##### --( Mokuton: Shichuurou no Jutsu - Wood Release: Four Pillars
Prison Technique )--
After completing the handseals, you place your hands on the ground and
channel your chakra beneath your target, where it bursts from the
ground as timbers which grow rapidly and form a wooden, usually cubic,
prism. The timbers used in this technique are heavily infused with
chakra, making them very resilient.
- Type: Mokuton Ninjutsu, Rank C
- Chakra: 25
- Range: 30
- Area: Up to 20 yard x 20 yard x 20 yard cube
- Speed: 16
- Seal Speed: 20
Effects:
This is the Mokuton 'version' of the Water Prison and/or Water Drowning
techniques, which cannot be directly converted into Mokuton themselves.
It creates a wooden cage around anyone who can't escape its area, which
has 200+(damage bonus)*10 HP, and reduces all damage it takes by your
CHA. People inside cannot attack people outside, and vice versa.
##### --( Mokuton: Jukai Koutan - Wood Release: Nativity of a Sea of
Trees )--
This technique uses chakra to cause trees and tree roots to grow
rapidly, bursting from any surface. It's too unrefined to be used as a
direct method of offense, but can be useful for altering the landscape
of a battlefield.
- Type: Mokuton Ninjutsu, Rank B
- Chakra: 5 + X
- Range: (Damage bonus)*5
- Area: X
- Speed: 8
- Seal Speed: 16
Effects:
This overwrites any terrain-based effects on the area it's used on. By
changing the cost to 5 + X*2, it can be used to create a one-story
building. The complexity of this building is determined by your Chakra
Control.
At 10 Chakra Control or less, it's more like a crude bundle of tree
trunks and branches that will at least keep most of the rain out. From
11 - 20, it's about as well-built as a log cabin, with up to three
rooms. At 21 - 30, it could actually pass for a real building, aside
from the lack of anything made of metal. At 31+ Chakra Control, you can
add a second story to the building.
```
```

\page
#### Uchiha
The Uchiha clan once had a proud history, as one of the greatest
shinobi clans the world knew before the advent of ninja villages.
Unfortunately, by the present the only widely-known aspect of their
heritage is that they produced three of the greatest traitors in ninja
history: Uchiha Madara, Itachi, and Sasuke.

Perhaps it's for the best, then, that the clan was effectively
eradicated a hundred years ago--most of the stigma was left behind,
buried with their corpses.

Konoha has spared no effort in trying to revive the Uchiha clan, and
has been, surprisingly, successful. Special Jounin were assigned the
sole task of tracking down people with Uchiha ancestry--second cousins,
someone whose grandfather had married out of the clan, illegitimate
children--and encouraging them to reproduce with one another; either
through marriage, or emotionless affairs.

It worked, though it took a few generations. Any child who manifested
the Sharingan was offered the Uchiha name, along with their entire
immediate family. These new Uchiha were encouraged to take pride in
their bloodline, and in the fact that they were resurrecting it. The
village offered a multitude of incentives, did its best to discourage
the stigma of shinobi who were essentially volunteering to be breeding
stock, and even constructed the budding clan its own compound--not to
isolate them, but to help them feel special. Despite some muttered
protests throughout the village, they were even reinstated as one of
Konoha's four noble clans.

Some shinobi are resentful of the perceived special treatment the
Uchiha receive; others take it in stride, accepting that it's in the
village's best interest to revitalize one of its most powerful
bloodlines. Admittedly, the Uchiha clan--now almost large enough to
actually be considered one, though most of its members haven't, and
never will, manifested its traits--has yet to live up to its legendary
prowess; it's claimed that in the past, all an Uchiha had to do was
make eye contact to force a foe to commit suicide. Whether or not they
ever shall reclaim their feared and honored status remains to be seen.

Outside of their normal training, all members of the Uchiha clan are
taught how to use Katon ninjutsu while growing up. Accordingly, they
start with the Elemental Aptitude ability for Fire.
##### Uchiha begin with 1 less Unique Point.
#### --( Abilities )--
##### -=[ Sharingan - Copy Wheel Eye ]=-
The sharingan is a doujutsu, or 'eye technique'; when it manifests, the
user's irises turn red, and a tomoe (essentially a comma-shaped mark)
appears in the iris, like a second pupil. Another tomoe appears in each
eye at the second, and then third stages, for a maximum of three.

The Sharingan's greatest disadvantage is that it is dependant upon
one's unimpeded visibility. None of the abilities provided by it may be
used when you're at a visibility penalty of -6 or greater (Mistborn
cannot help you in this regard).

Unfortunately for the Uchiha, they are not inherently able to access
this power. In times of need--generally when under severe
combat-related stress--the doujutsu will activate itself. This is
GM-regulated; you'll be informed if this takes place. When it does,
your Sharingan immediately activates at the stage above the highest
you've achieved, and from then on you may activate that stage at will.

However, once a shinobi is talented enough, they'll be able to activate
their Sharingan's higher stages for the first time without need for
that external stimulus. At 500, 1000, and 1500 XP you automatically
gain access the First, Second, and Third Stage Sharingan, respectively,
if you haven't already. Legends speaks of a fourth stage, though no one
in recent memory has obtained it.
\page
##### -=[ Sharingan, Stage 1 ]=-
Maintaining the Sharingan active is almost trivially easy, a mere
Upkeep 2 effect. Activating it is a Speed 0 action, which can be
performed alongside another technique or Interrupt.

At the first stage, you are able to acquire the Dousatsugan and
Saimingan techniques. Both are learned as D-rank jutsu, though have no
skill or rank requirements. You may choose to purchase these as soon as
you unlock Stage 1, even if you don't have enough XP to do so--in which
case you are, essentially, in 'XP debt' until you have enough.
##### -=[ Sharingan, Stage 2 ]=-
The Sharingan's second stage adds a second tomoe to each eye, and is
when the bulk of the doujutsu's power begins to manifest. Their ability
to copy techniques and actions becomes refined, to the level of being
able to extrapolate from fine details and mimic even small mannerisms.

You may obtain Yogengan and Shouningan. They are learned as if they're
C-rank techniques, though again, have no skill or rank requirements to
learn. You may choose to purchase them as soon as you unlock Stage 2,
going into XP debt if necessary.
##### -=[ Sharingan, Stage 3 ]=-
The third tomoe appears, with the three marks forming a ring halfway
between the pupil and the rim of the iris, equidistant from one
another. Upon reaching this stage, you can copy any genjutsu used upon
you by another Uchiha with their Eye of Hypnotism power, despite its
lack of handseals (again, assuming you meet the proper requirements).
You may also learn Magen: Kyouten Chiten and Senchigan. They're treated
as B-rank techniques, you know the rest by now.

##### -=[ Dousatsugan - Eye of Insight ]=-
- Requires: Stage 1 Sharingan
You can see the flow of chakra. This gives you a +4 bonus to defense
rolls against genjutsu. More impressively, it allows you to copy any
taijutsu technique you witness being performed, along with any ninjutsu
or genjutsu which use handseals.

This technique's greatest limitation is its user. You must meet all
skill requirements for the technique, and can't copy elemental ninjutsu
you don't have the appropriate Elemental Aptitude for; Sealing and
Medical techniques both require access to those types of jutsu in order
for you to copy them.

This does have one advantage over learning techniques the
"old-fashioned" way: you can copy techniques
one rank above what you could normally learn (which may vary by
category).

You automatically learn any valid techniques you see, and can use them
for the remainder of the day. To keep them permanently, you must pay
half the normal XP cost to learn the technique in question. You may go
into 'XP debt' learning techniques this way.

You may not copy custom or clan jutsu, as those are tailored too
specifically to either the individual or the clan in question.
##### -=[ Saimingan - Eye of Hypnotism ]=-

- Requires: Stage 1 Sharingan
You may perform genjutsu without handseals; however, this requires
direct eye contact, meaning it can't be used from hiding, must be
targeting a person (rather than an area), and can be avoided entirely
if they simply shut their eyes (which brings its own penalties) or
never look directly at your eyes (which can be done by just, say,
staring at your, or their, feet, and affects them with a -4 visibility
penalty).
##### -=[ Yogengan - Eye of Prediction ]=-

- Requires: Stage 2 Sharingan
Once per Fatigue category, you may declare use of this technique. It
allows you to "take 10" on any defensive
roll; rather than rolling 1d20, you treat it as if your result had been
a 10.

You may also declare your action as 'Observe', a variable-speed action
similar to blocking, in that for its duration, when attacked you may
choose to activate Yogengan against any attack directed against you
(and not have it count as your one use for that Fatigue category).
##### -=[ Shouningan - Eye of Recognition ]=-

- Requires: Stage 2 Sharingan
For starters, you can read lips. This is not some kind of ultra
undetectable super-long-range spying technique; you have to actually
have a clear view of the person's lips, and it's sorta conspicuous;
though you can make an opposed Espionage roll to avoid them noticing,
if you're trying to hide the fact that you're staring at their face.

You can also copy a person's handwriting just by seeing them write a
single sentence. You can speed-read, and have a photographic memory.
This has other uses, such as being able to tell how to pick a given
lock by watching one person do it, or how to open a combination lock
(though not necessarily the combination itself) by watching the
movements of someone's arms or hands as they do it.
\page
##### -=[ Magen: Kyouten Chiten - Demonic Illusion: Mirror Heaven and
Earth Change ]=-
A form of illusion reversal, in which a Sharingan user instantly and
simultaneously sees through and decrypts a genjutsu technique, and then
instantly reflects it upon its original user. Some Uchiha will go so
far as to claim that this technique makes them immune to genjutsu, and
they're... not too far from the truth.
- Type: Genjutsu
- Speed: 6, Special
- Requires: Stage 3 Sharingan
Effects:
This may be used immediately after passing a defensive roll against a
genjutsu targeting you. You immediately perform that genjutsu on its
original user (paying its normal chakra cost) via your Eye of
Hypnotism, using your defensive roll's result as its new Accuracy. This
adds 6 to the initiative count on which you next act, as if it was an
interrupt. This can only be used on genjutsu which you know (though
copying them as they're performed, and then reflecting them, is fair
game).
##### -=[ Senchigan - Eye of Foresight ]=-
- Requires: Stage 3 Sharingan
It was once claimed, and rarely still is, that the Sharingan genuinely
allows its wielder to see the future. What it actually does is pick up
on minute changes in an opponent's posture, minor eye movements, slight
shifts of their weight, muscles tensing or relaxing in preparation for
movement, even chakra building up in preparation for a jutsu.
When you declare the use of this ability, declare a category of
technique (such as Weapon Taijutsu, Katon, or Combo Taijutsu) and a
Speed. Your opponent then declares and rolls (if applicable) their
defense. Any Interrupt may be used that's valid against your declared
Speed.
After seeing this result, you may choose to use any technique of the
declared type, with Speed equal to or lesser than your declared Speed.
Its damage is based on its normal Speed, but its ability to be
Interrupted, and when you take your next action, are based on the
declared Speed. Any technique used this way has its Stamina or Chakra
cost(s) increased by 4.
If you choose to use a technique against which their reaction is
invalid (such as performing Doton: Domu after they had rolled a 20 on
their Suiton: Sujinheki), they do not have to pay the chakra costs or
Speed of their Interrupt. On the other hand, using a technique that
somehow bypasses their defense (such as Earthen Skewer against Kazekame
Kaigara no Jutsu) is fair game.
```
```

Pictured: Wireless Emo PnP Eye.
\page
## Yamanaka

A fairly small clan within Leaf, the Yamanaka are highly prized by
Leaf's reconnaissance and investigative divisions. In part, this is due
to the disproportionate number of Yamanaka who wind up being chakra
sensor shinobi.

The Yamanaka have developed a specialize type of ninjutsu allowing them
to directly affect the minds of others, including seizing control of
another person's body. A disproportionate number of Yamanaka are also
chakra sensors, though it's still a minority of them.

Members of the Yamanaka clan enjoy close relations with their Nara and
Akimichi contemporaries. There is even a monument in Konoha dedicated
to the alliance between the three clans. To this day, no foe or
circumstance has managed to even strain that bond.

#### -=[ Abilities ]=-

##### --( Sasayaki Kantoku no Jutsu - Whispering Oversight Technique )--
Actually a fairly recent derivative of the Yamanaka techniques, this
was developed because their secret techniques, despite their seemingly
subtle nature, are quite over and obtrusive to anyone under their
effects. This technique allows the user to see through the eyes of
their target; as it lacks any visual cues, victims are typically left
completely unaware it's been used.
- Type: Genjutsu, Rank D
- Chakra: 10
- Range: 50
- Upkeep: 4
- Speed: 10
- Seal Speed: 12
Effects:
You use all of the target's senses instead of your own.  This does
not break Yamanaka Clan Telepathy, but you cannot use it (or any other
technique) while maintaining Whispering Oversight. Your body is
helpless, but you're aware if it's disturbed (shaken, stabbed, and so
forth).

```
```

##### --( Yamanaka Clan Telepathy )--
One of the subtlest techniques possessed by the Yamanaka clan is also
one of the ones most valued by their village. This allows instantaneous
telepathic communication between a group of individuals, a feat which
has virtually limitless tactical applications.
- Type: Ninjutsu, Rank D
- Chakra: 10
- Speed: 5
- Seal Speed: 4
Effects:

This requires you to touch a person's head. Once activated, they are
part of your telepathic network; all people who you've brought in can
talk to you, and one another, mentally. You can have up to CHA/20
people linked this way, not counting yourself.

You can remove someone from this link, and they can remove themselves,
at will. It has a maximum range of CHA*10 yards.

If two Yamanaka link, their limits of people are combined, though each
Yamanaka counts as one person towards the total limit. The distance
limits are also pooled; as long as someone is within range of any of
the linked Yamanaka, they can remain part of the network.
\page
##### --( Shintenshin no Jutsu - Mind Body Switch Technique )--
The signature ability of the Yamanaka clan, this jutsu allows a
Yamanaka to send her mind into a target's body, seizing control and
keeping the victim, essentially, along for the ride. They're aware of
what's going on, but unable to take any sort of action.
- Type: Ninjutsu, Rank C
- Chakra: 15
- Range: 30
- Upkeep: 5
- Speed: 12
- Seal Speed: 8
Effects:
If this hits, you gain control of the target's body. Their body uses
their attributes and abilities, but you retain your skills. You may use
any jutsu you know; however, elemental ninjutsu require the body to
also be able to use that element. You use the victim's elemental
affinity, rather than your own.

During this time, your own body is helpless; it appears to be asleep,
and cannot be woken up by any means. You are aware of any injuries your
body sustains, but not its surroundings or condition otherwise.

When the body you're possessing takes damage, your body takes the same
amount of damage. You receive any Wounds they suffer (but not
Wounds for your own Vitality or HP being depleted by this). When you
return to your body, your Fatigue increases by as many levels as theirs
did.

Someone possessed by this technique has several options for trying to
escape. Whenever they are Wounded or advance a Fatigue level, they are
allowed a 1d20+CHA/5 roll, vs. your 1d20+CHA/5+5. They may also spend a
point of Willpower to get one such roll at any point. For each roll
they've made previously in the battle, they have a +1 bonus.

You do not need to meet the normal skill or rank requirements for this
technique. If you miss, you suffer a Stun 25, but are not helpless;
you're still in control of your body, but disoriented.

##### --( Shinranshin no Jutsu - Mind Body Disturbance Technique )--
A more potent variation of the Yamanaka's mind body switch technique,
this allows the Yamanaka to seize control of a victim's body without
abandoning their own. The control's not complete--a possessed victim
can still talk, shout a warning, and so forth, but they can't control
their actions beyond that.
- Type: Ninjutsu, Rank B
- Chakra: 30
- Upkeep: 12
- Range: 20
- Speed: 16
- Seal Speed: 20
Effects:

You gain control of the victim's body. So long as this is in effect,
they cannot take any actions other than those you dictate. Unlike
Shintenshin, this does not have any feedback effects; the victim could
be killed, and you would be unharmed.

Whatever action you force them to take has its normal Speed for them,
and costs you 1 AP per 2 Speed of the action. You may allow them to
choose their own defenses (in which case you do not pay AP for them) or
dictate which defensive actions they take (in which case you do).

Like Shintenshin, the roll to avoid these effects is 1d20+CHA/5, vs.
your 1d20+CHA/5+5. However, they get a cumulative +2 bonus for each
roll made. The triggers remain the same. However, if you force them to
not defend against an attack, or force them to take an invalid defense
(one which will not in any way protect them from the attack, such as
blocking a move which does not have its damage reduced by blocking)
they immediately get a roll to break the effect (before the
attack/defense is resolved), with a +10 bonus.

##### --( Shinten Bunshin no Jutsu - Mind Clone Switch Technique )--
The final derivative of Shintenshin no Jutsu, this allows the user to
transfer their consciousness into multiple targets and gain complete
control over them. Beyond the obvious tactical advantages, this allows
for unprecedented coordination between the two bodies, as they share a
single mind.
- Type: Ninjutsu, Rank A
- Chakra: 45 + 5 * X
- Upkeep: 5 + 2 * X
- Range: 35
- Speed: 25 + 5 * X
- Seal Speed: 20

Effects:

This functions as Shintenshin no Jutsu, but you may target a total of X
people, up to a maximum of (CHA)/40. You receive damage, Fatigue, and
Wounds carryover from all victims.
\page
## Sunakagure No Sato

Located in the eastern part of Wind Country, Sunagakure no Sato has a
stable, hot climate accented by very cold nights. The village is
surrounded by a partial caldera of sandstone and rock on three sides,
with a massive stone wall blocking the fourth, allowing one narrow
opening into the village. This opening is always guarded by highly
trained shinobi, making the village nearly inaccessible. The entire
village of Sunagakure is modeled around a giant compass, with main
roads reaching out from the village center in all eight directions.
Suna buildings are round in shape, and made of red adobe. This allows
for sand to blow around the buildings during storms, and for easy,
cheap repairs afterward. Because there is no room to expand outward in
Suna, they build upward, connecting these adobe skyscrapers with
enclosed pathways high above the narrow streets.

Sunagakure was built on the backs of nomads who banded together to seek
refuge from Wind Country's harsh deserts. Of these nomads, the famous
clans of Suna were cultivated out of raw and untamed power. The people
of Suna, and similarly from all of Wind Country, have learned to cope
with these harsh climates - nearly unbearably hot days, freezing
nights, and violent wind storms.

Much like how the village was founded, during the recovery after the
Fourth Great War, desert nomads flocked to Sunagakure for protection.
With no room inside the village, they built up small camps outside.
Initially these camps were temporary, but after several generations
were born here the land outside Sunagakure became home. With so little
room, Sunagakure has had little choice but to build deep into the walls
of the caldera they depend on for protection to make room. Progress has
been slow, but steady. In time the nomadic camps and semi-temporary
buildings outside of Sunagakure will be only a vague memory.

Suna Shinobi begin in the academy later than Kiri or Konoha, and
graduate later than Konoha. Because students typically go into the
academy more mentally prepared for the challenges that lie ahead, their
overall quality of shinobi at graduation tends to be higher. In
Sunagakure quality reigns over quantity, so while they have the least
amount of shinobi compared to all Five Great Shinobi villages, their
modest numbers are able to complete just as much work. If it weren't
for such high quality of shinobi in Sunagakure, they'd not be one of
the Five Great Villages.

In the past generation there have been rising tensions with Mist and
Stone villages as they have engaged in fierce competition over
missions. This has been enflamed by a number of 'incidents' and
skirmishes in which shinobi have been lost.

Regardless Sand will endure, for we are Forged by the Desert.
\page

### Henzaki
Possessed of a rare, yet subtle, kekkei genkai, Sunagakure's Henzaki
clan is virtually unknown outside of their village. Even within Sand,
the most an average person knows about them is that they have some
manner of secret technique, body modification, or bloodline which makes
them hard to kill.

It is a bloodline, one which gives them an incredible ability to
survive against adversity. Injuries which should be fatal prove only a
minor inconvenience to the Henzaki.

The Henzaki have few defining characteristics as a clan, though many
are swarthy and dark-haired. All are in good physical shape, their
metabolisms self-regulating to prevent them from ever becoming over- or
underweight. Henzaki virtually never get ill, and never seem to age
past their forties.

A well-known fact among Sunagakure's medic nin is that the Henzaki's
bloodline makes them all universal donors and universal recipients,
both for blood transfusions and organ transplants.

```
```
#### -=[ Abilities ]=-

##### --( Homeostasis )--
Henzaki physiology has an incredible ability to adapt, responding to
any changes in its environment or condition, every system function of
their body reacting instantly with a single goal: maintaining the
stability of their vital functions.
- Type: Ability
- Cost: 20
Effects:
You reduce the Poisons status of poisons by RES/40, and take damage
every 2 IC, rather than every IC. If the poison's Poison severity is
reduced below half by this, all its other effects on you are negated.
Similarly, you reduce the severity of any Bleed statuses by RES/40, and
take damage every 10 IC, rather than ever 5.

Bleeding from sources other than the Bleed status (for example, the
Critical Piercing Wound 'Punctured Liver') is halved, and has its
duration halved; if it does not have a set duration, it stops after 100
IC.

Suffocation effects do not force you to make Stamina rolls, but still
apply normally. Even if you're killed, you won't truly 'die' until
reduced to -200% HP; you'll seem dead, all vital signs stopped, but
will then revive once you return to 1 HP.
##### --( Regeneration )--
Among those who've worked alongside Henzaki for any prolonged period of
time, this is probably their most envied ability. A Henzaki will heal
in minutes from injuries that would take others hours to get over, and
in hours will have recovered from wounds that might take days for
ordinary people to recover from.
- Type: Ability
- Base Cost: 2
- Scale: 2
- Limit: 1 + RES /30
Effects:
You regenerate 1 point of Vitality per rank each Initiative Count, and
twice that amount of HP.
In a given day, you can only heal (rank) times your maximums of each.
Thus, at two ranks in regeneration, if you had 1000 Vitality you could
only regenerate 2000 Vitality in a given day.
Finally, you divide the total healing time necessary to recovery from
any wound that doesn't involve injured bones by 1+(0.5 * rank). Medical
attention cannot reduce it further; however, you can recover as if you
had medical attention, even if you do not, thanks to your regeneration.
\page
##### --( Organ Mobility )--
The secret to much of the Henzaki's longevity, and their
nigh-immortality, is their ability to control their body's internal
structure. If an organ has been punctured, they can force the wound
shut or use another organ to put pressure on it. If a compartment in
their body is hemorrhaging, they can force the lining to open and let
it bleed out to relieve pressure.
- Type: Ninjutsu, Rank C
- Chakra: 15 + 5 * X
- Speed: 8
Effects:
You immediately recover from any wound which doesn't somehow involve
your bones. The wound doesn't actually heal, but your body adapts in
some fashion to function despite it. This lasts for 24 hours, -6 hours
per category the wound is above Minor.

You may spend 1 Willpower to use this when you're wounded (as a Speed 0
Interrupt in response to being wounded), in which case the wound is
negated entirely--you simply don't suffer it, don't have to recover
from it, and so forth.

X is 1 for Minor, 2 for Major, 3 for Severe, and 4 for Critical wounds.
##### --( Sanguine Vitality )--
As a result of their bloodline, Henzaki blood itself has a number of
interesting, medically significant properties. Most relevant to
shinobi, it can be rapidly metabolized by virtually anyone, and will
induce temporary, rapid regeneration. It still tastes like blood, and
since it has to be consumed fresh from the veins, it's not a
particularly appetizing prospect.
- Type: Ability
- Base Cost: 3
- Scale: 1
- Limit: 1 + RES /30
Effects:

This require someone to be close and still enough to drink your fresh
blood. Generally speaking the Henzaki will cut open their palm or arm
and suspend their regeneration, but simply biting them will suffice.

You can give up up to 1 point of HP (not Vitality) per rank for every 5
IC which pass. Each point of HP restores 5 points of Vitality (not HP)
to the recipient. A person cannot die while receiving blood from you.

However, if either you or the recipient moves, or is forcibly moved, or
takes any other actions, this effect is broken.
\page
### Hitori
It's unknown how the Hitori came to be, despite plentiful speculation
on the matter. The first possessor of their advanced chakra nature,
Scorch release, was a single person who lived nearly a century and a
half ago. Some theorize that centuries of living in the desert and
being exposed to its 'natural chakra' may have had a lasting effect on
some of the native people.

Battles involving Hitori outside of the desert leave their mark for
days, the dry air and parched soil lingering as if they'd brought a
little piece of Sunagakure with them.

Hitori themselves seem the very opposite of what you might expect from
a clan that dries up everything around them, the essence of energy and
youth throughout most of their lives. They tend to be very outgoing,
with fiery red hair and occasional groups of freckles on their face and
arms.

They tend to train on the outskirts of Sunagakure and frequently
function alongside the Juugo Suto for this reason, often posted outside
the village proper--the fact that their powers are so inimical to life,
even that of other shinobi, may have something to do that.
Unwelcome guests within the Wind Country are usually run off by the
Hitori, who use their abilities in a subtle fashion to create living
conditions that quickly become unbearable.

Though a relatively new clan within the village, their abilities have
earned them prestige and a respected place within its hierarchy, and in
some ways they're considered to represent the spirit of the country
they live in.

Hitori begin with Elemental Aptitude for Fire and Wind ninjutsu, along
with the first rank of Elemental Affinity: Shakuton, which includes
Katon and Fuuton.
##### Hitori begin with 1 less Unique Point.
#### -=[ Abilities ]=-

##### --( Shakuton - Scorch Release )--

Combining fire and wind chakra results in the advanced nature of
'scorch release'; as the name suggests, it involves using extreme heat
as a weapon, with powerful users being able to reduce opponents to ash
or evaporate the liquid inside their body.
Any Katon or Fuuton technique may be converted to Shakuton, with the
following effects:
- +5 Chakra cost
- Shakuton techniques deal only 80% of their
normal damage; however, they cannot be blocked, and have +CHA/30
Accuracy.
- Whenever you hit a target with a Scorch release
jutsu, their Dehydration status' severity is increased by (1 per rank
of the jutsu) + CHA / (90 - 10 * Rank). In other words, for an E-rank
this is 1+CHA/80, for a D-rank it is 2+CHA/70, and so on, up to
5+CHA/40 for A-rank techniques.
- Your techniques can raise a victim's Dehydrate
status to a maximum of 3+(CHA)/8.
- All Ignite effects you inflict also add
Dehydrate of half the Ignite's severity.
- Shakuton techniques cannot be reduced below
Speed 4.
- Shakuton is weak to Suiton, and strong against
Fuuton and Raiton.

##### --( Dehydration )--
This is a status effect. Every point of Dehydration is a -1 penalty to
the victim's Stamina and Chakra Exhaustion rolls. Dehydrate stacks
fully with itself; Dehydration 3 added to Dehydration 2 makes a single
Dehydration 5 status.

Anyone suffering from Dehydration also suffers the effects of Paralysis
equal to (Dehydrate's severity)/4. This is not an actual Paralyze
status, but a side-effect of the Dehydration; normal effects which
interact with Paralysis (such as some Raiton) do not affect it.

Unlike the Burns status, which similarly penalizes Stamina rolls, this
status is not cleared when someone fails a Fatigue roll. Instead, its
severity is decreased by RES/20 points every 10 minutes OOC (hour IC)
out of combat, but only so long as the victim is able to drink plenty
of water.
\page
##### --( Evaporate )--
Focusing your chakra over an area, you can cause water to evaporate.
This is a Speed 8 action, and removes X*2 gallons of water from the
battlefield, with a Chakra cost of 5+X. The maximum for X is CHA/10.
This cannot target water used as part of a sustained jutsu (i.e. one
with an Upkeep).
##### --( Kasou no Jutsu - Cremation Technique )--
You focus your chakra on a victim, and simply light them ablaze.
- Type: Shakuton Ninjutsu, Rank C
- Chakra: 20
- Range: CHA/2
- Speed: 15
Effects:
If this hits, it removes the victim's Dehydrate status and replaces it
with an Ignite of equal severity. This does enjoy Shakuton's typical
+CHA/30 Accuracy, and does apply a new Dehydrate equal to half the
Ignite's severity.
##### --( Sabaku no Keshin - Incarnation of Desert )--
You project your chakra out across the battlefield, with devastating
results. The temperature rises, water begins to evaporate, some plants
may start to wilt, and hopefully nothing nearby is particularly
combustible.
- Type: Shakuton Ninjutsu, Rank B
- Chakra: 30
- Upkeep: 6
- Range: Ninjutsu damage bonus *10
Effects:
Everyone within the range except you has their Dehydrate status
increased by 1+(your CHA)/40 when you activate this jutsu, and every 10
IC. This remains centered on you. Every time this effect takes place,
(CHA)/10 gallons of water are removed from the battlefield.
\page
### Juugo Sato

The Sand Foxes are not a 'real' clan, in any proper sense, and most
members do not have any blood relation to one another. The clan often
adopts orphans to raise and train.

What they lack in secret or bloodline techniques, the sand foxes make
up for in training from a very young age to understand and be aware of
the environment. It's by no means cruel or harsh, but it's more than
what others go through.

Socially, they function much like any other clan, but have an unusually
strong close-knit, even familial bond with one another. The sand foxes
look out for their own. Within the village they're respected, and
usually return the favor. Many are introverted--at least around people
who aren't members of their clan--but few are sullen.

The Juugo Suto have a well-deserved reputation for being excellent
trackers and firmly loyal to their village. Almost every team of
shinobi sent to patrol the desert around Hidden Sand has at least one
sand fox member, and even outside the Wind Country they frequently
serve as scouts.
##### Experience Bonus: +5%
```
```
#### -=[ Abilities ]=-

##### --( Survival Instinct )--
Most clans pass on secret techniques as a rite of passage. The Juugo
Suto have a somewhat different rite: once a member is ready they are
left alone, in the middle of the desert, without provisions or
equipment, and told not to return for at least a month; most of them
aren't even teenagers. It's a testament to the clan that virtually
every student is, in fact, ready to undertake this challenge, and
returns safely to the village. It's a testament to the ordeal that they
inevitably return from their journey changed: quieter, calmer, and
infinitely more aware of the world around them.
- Type: Ability
- Cost: 25
- Effects: You are immune to surprise attacks.
Attacks which would normally not end an opponent's stealth still do not
do so, but they receive none of the benefits of surprise attacks
against you.

Sneak attacks against you instead follow the normal rules for surprise
attacks.

##### --( Tenacity )--
Desert is some of the most difficult terrain to navigate, but the sand
foxes do it. They adapt to the harsh environment. It's not that it gets
any easier, or that they've learned any secret. They just face the
obstacles, assess them, accept them, and do what they must regardless.
- Type: Ability
- Base Cost: 5
- Scale: 5
- Limit: 4
- Effects: You reduce the severity of any
immobilization and visibility penalties on you by 1, per rank. Each
rank also reduces the maximum immobilization penalty you can suffer
from by 1.
##### --( Desert Ghosts )--
In the world of shinobi, there is no such thing as hunter and hunted;
one is both, at all times. The juugo suto are preeminently aware of
this. That awareness, and their mentality of never taking their safety
for granted, has led to no end of frustration for foreign shinobi
trying to guage the strength and frequency of Suna's patrols.
- Type: Ability
- Base Cost: 4
- Scale: 2
- Limiting Attribute: DEX /20
- Effects: For every rank you have a +1 bonus to
Survival rolls, and anyone attempting to track you has a -1 penalty to
their roll. If you are leading a group with a size of your Survival
skill or less (including you), you may make a single Survival roll for
all members, and anyone trying to track the group receives a -1 penalty
per rank to their roll. Multiple Sand Foxes may work together, pooling
their Survival skills for the maximum size, and using only the highest
roll and penalty.
\page
##### --( Intuition )--
There are multiple sayings in Sand about a sand fox's intuition. Some
are jokes at their expense, often told by genin. And the clan bears
them without comment, because among the jounin those sayings are
proverbs.
It's not, despite what some have speculated, anything supernatural. The
juugo suto can't actually watch every leaf in a forest at once, or hear
a feather falling. All they can do, and all they need to do, is be
calm, and watch, and listen, and know what about a setting is just a
little bit wrong.
- Type: Ability
- Cost: 50
- Requires: 20 Awareness, 20 Survival
Effects:
All enemies are treated as being 1 Stealth category lower than they
actually are, to you; this mainly applies for reducing their Stealth
bonus when you're looking for them.
This does allow you to attack an enemy in Stealth 1, though you may do
so only with ranged attacks, and then at a -3 penalty to
Accuracy--you're going by intuition, and essentially firing blind.
Area-of-effect attacks do not suffer from this Accuracy penalty.
Similarly, you are inherently aware of the presence (though not
location) of anyone only in Stealth 1--they can't sneak up on you.
\page
### Kairaishi
Not actually a clan at all, Kairaishi is a term reserved for those in
Suna who embrace a specific method of fighting: manipulation of
weaponized puppets.
Learning to do so takes years of training, and with the exception of a
handful of geniuses every few generations takes up almost all of one's
free time during their academy years. Most puppeteers learn everything
they know being mentored by a master of the art, who will typically
take only one student at a time.
One of the greatest assets of puppeteers is their ability to
essentially multiply their forces on the battlefield. A skilled
puppeteer can control several human-sized puppets at once, potentially
tipping the numbers in their side's favor.
#### -=[ Abilities ]=-

##### --( Kugutsu no Jutsu - Puppet Technique )-- ***
The Kairaishi's signature technique and a unique ninjutsu, this allows
the user to extend strands of chakra from their body and attach them to
puppets. Using the puppets, they can attack and manipulate
them from range while remaining relatively safe themselves.
The better the user's control over their chakra, the better they can
control puppets by the strands connecting them.
- Type: Ninjutsu, Rank E
- Chakra: 10 + X
- Upkeep: 2 + X
- Speed: 1 + X/2 (round down)

Effects:

You gain control of 1 + X puppets which are uncontrolled on the
battlefield. At all times, one of these puppets is designated as your
primary puppet. You choose this at the start of any combat, and may
change your primary puppet by spending 10 AP. Many techniques use this
puppet as the main source of your attacks or defenses, your other
puppets supporting it, just adding a bonus to your attack. If they were
puppets which you haven't worked on (i.e. someone else's) have a -3
penalty to all actions with them. While controlling puppets, your hands
are not free for handseals, using weapons, or so forth. By default
(i.e. without any ranks in Puppet Mastery, below) you may only control
1 puppet at a time. You do not have to keep track of puppet IC.

While maintaining this technique's Upkeep you may take the following
actions.

Control Puppets: Attack Formation (Speed Variable, AP
X)

1 + X puppets will attack, using whatever the primary puppet is
equipped with to decide what you have available. The speed of this
technique is the speed of the primary puppet's choice of attack. If you
spend AP to AP this down, the puppet's attack is also
reduced. The attack has a +1 bonus for every two puppets in
the formation. This may be used to cause your puppet to perform any
Taijutsu (Unarmed, Combo, or Grapple) you know, as well any Weapon
Taijutsu you know which they have the proper weapon for. Doing this
requires you to pay a Chakra cost equal to that technique's Stamina
cost.

Control Puppets: Defensive Formation (Speed Variable, AP X,
Interrupt)

1 + X puppets will move to protect you. You may choose any defense the
primary puppet is equipped to do. The speed of this is based on the
speed of the defense used. If you spend AP to AP this down,
the puppet's defense is also reduced.The defense has a +1 bonus for
every two puppets in the formation.

Control Puppets: Dodge (Speed 2 + X / 2, Interrupt, AP 1 + X /
2)

Up to 1 + X puppets dodge a technique. This may be used alongside the
user defending themselves (You may dodge too!).

Control Puppets: Prepare (Speed 5)

You prepare yourself to do something involving your puppets. This
generates 5 AP, which does count towards your maximum but may only be
used in actions taken with Kugutsu no Jutsu.

Control Puppets: Move (Speed Variable)

You may move any number of puppets at once, using no AP. Every 1 AP you
do choose to spend increases the Speed of their move action (but not
this action, for you) by 2.

\page
##### --( Puppet Mastery )--
A novice puppet master needs both hands to direct the motions of a
single puppet, often using a finger for each joint or something
similar.
- Type: Ability
- Limit: XP /500, max 9

Effects:

You may control 1 additional puppet at a time with Kugutsu no Jutsu for
each rank in this ability, up to a maximum of 10 (one per finger) with
all 9 ranks.

##### --( Kugutsu Henge no Jutsu - Puppet Transformation Technique )--
With this technique you can channel chakra through your puppet to give
it your own appearance. This is typically done in conjunction with an
actual disguise put on the puppet in case the technique fails, as it
suffers from the same limitations at normal Henge.
 This has all the
limitations of normal Henge, but without any worry of a false
impersonation: You know how you look and act to mimic
yourself perfectly. Consequently, you have a +5 to your
Espionage roll against people figuring out your puppet isn't you.

Anything that detects normal Henge will also detect this technique, and
if the puppet takes damage the technique ends immediately.

##### ---( Kugutsu Kuchiyose no Jutsu - Puppet Summoning Technique )--
Most puppeteers don't carry all of their puppets out at once to give
themselves a tactical advantage, instead using this technique to keep
them stored in scrolls, to be summoned in battle when needed.
- Type: Ninjutsu, Rank D
- Chakra: 5 + X*2 per puppet
- Speed: 5 + X*2 per puppet
- Seal Speed: 6

Effects:

You summon X amount of puppets you've stored in scrolls ahead of time,
which you can then use.
```
```
##### --( Souen: Hitomu Gokuu - Puppet Performance: Skillful
Achievement with a Human Body )--
A technique developed amidst the First Shinobi War, this jutsu became
highly regarded by puppet master's allies and enemies, as it allows
them to continue fighting even after their puppets have been destroyed,
gaining a new ally with every enemy defeated.

- Type: Ninjutsu, Rank A
- Chakra: 35
- Speed: 10
- Seal Speed: 20
- Range: 20
Effects:

You gain control of a corpse on the battlefield. If the body
has more than 3 Major Wounds, 2 Severe Wounds, or 1 Critical Wound, it
is too badly decimated to be of use and can't be used with this jutsu.

The body functions exactly like a normal puppet would, using your CHA
in place of their STR, and your DEX in place of its DEX and
AGI. Unlike normal puppets, you use the body's normal HP
amount to determine Wounds, and once it has received too many wounds,
the body is considered destroyed and no longer usable.

Alternatively, you can connect your Chakra Strands to that of a willing
target to empower them. While you are connected, you suffer
from an Upkeep 15, and the following effects occur:

- The target uses the higher of yours or their
bonus to Chakra Exhaustion rolls (not taking into account the penalty
from this move's upkeep).
- The target can choose to use your chakra instead
of theirs, in which case you take the any effects (chakra penalties or
lowered fatigue) as a result of chakra exhaustion rolls, instead of
them.
- The target has access to all jutsu you know, and
can use any elemental jutsu that they or you has the appropriate
aptitude for.
- The target can use theirs or your Ninjutsu
Damage Bonus, whichever is higher.

Both the target can you can end the upkeep at any point you wish,
severing the connection. Any techniques which were dependent
on the connection (like a Doton upkeep move, while the target doesn't
have aptitude for Doton) immediately end.

Anything that can target and destroy chakra threads can also do so to
disrupt this technique. While maintaining this technique in either form
you cannot control puppets.

\page
#### -=[ Puppets ]=-

The weapon of choice of puppeteers, these range from the size of a
small human to that of a large animal. There are no 'standard-issue'
puppets, though the village does have a stockpile of old and unused
ones which can be borrowed. Puppets are usually custom-built by their
user or inherited and modified from that person's mentor.

You have XP/50 Puppet Points (PP). All parts have a cost in PP
(admittedly, some as low as 0); the total of all parts used iin any
single puppet can go up to your max PP. This is not actually a
resource, per se, but a measurement of skill.

Within your limits, you purchase parts using Requisition or Savings.
Swapping out parts on any number of puppets can be accomplished with a
single day of downtime back in the village; once you leave on a
mission, you're stuck with what you've got.

In the village, puppets can be repaired between scenes. When on a
mission it takes an IC hour of dedicated work to restore 10% of the HP
of a single puppet, due to lacking the proper tools and resources.

Puppets are immune to genjutsu and all status effects other than
immobilize and ignite. They take only half damage from ignite.  They do not have RES or CHA. They can move (As
detailed above) but cannot move more than your CHA in yards from your.
Otherwise, puppets receive all your bonuses to accuracy and rolls, such
as from abilities and uniques.

Finally, puppets are complicated pieces of equipment. Their biggest
weaknesses are their joints and other moving parts. If a puppet is
suffering from an immobilization penalty of 6 or higher, it cannot act
or be used with any part of Kugutsu no Jutsu.The most basic, and
expensive part of the puppet. The frame of a puppet is constructed from
chakra-conducive wood, and all the puppets' various parts are anchored
to it.

Frames are divided into several general categories, described below.
Each frame has a PP capacity for action location, for example
"Head: 3 PP". This means that you can fit up
to 3 PP worth of upgrades in that location, if you're using that frame.

By default, a frame can accommodate one torso, one head, two arms, and
one pair of legs. Each arm has its own, separate PP capacity, but legs
are outfitted as a pair.

While you can pay for these parts using Requisition or Savings, be
aware that once you've bought something with Savings you cannot return
it for a refund. You can still upgrade it, but not remove existing
upgrades.

Note: Additional legs increase movement speed by 25% per pair. Every
two additional arms gives a +3 bonus to any roll based on STR,
including grapples. Despite the fact legs and arms come in
pairs, cosmetically there could be more or less; a centipede puppet
might be described as having dozens of legs, even if it only actually
had three pairs.

\page
#### Frames
Small

Ranging in size from a medium-sized dog to a human child, these frames
have the advantage of not requiring a lot of material and being
reasonably forgiving in construction.

Unfortunately, this also means they're easily
destroyed.

HP: 200

Head: 3 PP

Torso: 3 PP

Arms: 2 PP each

Legs: 4 PP

Cost: 100 Ryo

Special: You may exchange two arms for a second pair of legs, but not
vice versa. The puppet has a +2 bonus to Stealth rolls, and +3 to
dodge.

Medium:

Generally the size of an adult human, these are the most widely-used
and adaptable puppets. They have a balance of strength and speed, and
can endure longer battles than more delicate models, while also
retaining plenty of mobility.

HP: 400

Damage Reduction: 10

Head: 5 PP

Torso: 6 PP

Arms: 3 PP each

Legs: 6 PP

Cost: 250 Ryo

Special: Increasing the cost by 100 Ryo allows you to fit on another
two arms or one pair of legs.

Recon:

Somewhere between a small and medium frame, with light but sturdy
materials, this frame is optimized for stealth and reconnaissance
puppets.

HP: 250

Head: 8 PP

Torso: 3 PP

Arms: 2 PP each

Legs: 4 PP

Cost: 200 Ryo

Special: +5 Stealth

Reinforced:

Using the medium frame as a base, these use stronger and heavier
materials, reinforced joints, and armor plates. While these are
exceptionally sturdy as a result, it's too compact to allow for the
extensive customization most puppeteers enjoy.

HP: 500

Damage Reduction: 25

Head: 2 PP

Torso: 2 PP

Arms: 1 PP each

Legs: 2 PP

Cost: 200 Ryo

Large:

The biggest and most expensive puppets, these tend to be build with a
specific purpose in mind. They have above-average durability and great
storage space, but can be impractical in certain situations. The
smallest of these are easier larger than a large
person.

HP: 350

Head: 5 PP

Torso: 10 PP

Arms: 4 PP each

Legs: 6 PP

Cost: 300 Ryo

Special: -5 dodge, -5 stealth, and -2 accuracy. Adding 100 Ryo to the
cost allows you to add an extra two arms, or pair of legs. You may
spend up to 300 extra Ryo this way.

#### -=[ Upgrades ]=-

Below are upgrades you can apply to your puppet's torso to make it more
effective at whatever it is you want its purpose to be. Unless
specified otherwise, you can apply these upgrades as many times as you
have the PP and money for. Upgrades here do not count towards the PP
capacity of any of the puppet's locations.

Armored

Your puppet is covered with armor plates, or sturdy pieces of wood.
This reduces any damage it takes by 5 points, stacking with its
existing damage reduction.
PP: 1

Cost: 50 Ryo

Increased Capacity

You can fit more things in your puppet! This increases the PP capacity
of a single location by 1.

PP: 2

Cost: 50 Ryo

Quiet Joints

Your puppet can move without its components clicking together and
causing all sorts of noise. This costs gives a +3 bonus to Stealth. You
may take this twice.

PP: 2

Cost: 50 Ryo

Sturdy

Your puppet is especially durable. You can spend 1 PP and 25 Ryo to
increase its HP by some amount, depending upon its frame
size.

Small: +50

Medium: +75

Recon: +25

Reinforced: +100

Large: +75

\page
#### Head
Camera

You install a camera inside your puppet's head! It follows the normal
rules for cameras (see Gear, in the Equipment chapter), though its
presence is typically not obvious, since it's... you know, inside the
puppet's head. You need film for it; see below.

PP: 3

Cost: 500 Ryo

Film Reel

You install a roll of film in your puppet's head. Goes well with the
camera! Each 'unit' of film (i.e. one picture) costs 25 Ryo. A single
reel can hold up to ten of these. You can install multiple film reels,
if you want to be able to take more than ten pictures.

PP: 1

Cost: 0 - 250 Ryo

Hidden Weapon (Melee):

You have a concealed weapon, typically a blade of some sort. This
cannot be disarmed, and can be used to attack in grapple. The first
time in a battle it's used, it's an automatic surprise
attack.

This weapon is modified to be usable by the puppet; you can't remove it
and fight with it yourself. It can be any Small-sized Slashing or
Piercing weapon from the Equipment chapter of the PHB; the cost of that
weapon is added to the cost of his upgrade.

PP: 3

Cost: 100 Ryo + Special

Hidden Weapon (Ranged):

Your puppet has a weapon launcher inside of its head. It can hold up to
twenty kunai, shuriken, or senbon, which must be paid for normally. You
can purchase this multiple times, each time adding to the capacity
getting a separate launcher for a different type of
weapon.

PP: 1

Cost: 25 Ryo + Special

Perception

By placing small, chakra-conductive components in the head of the
puppet the user can see and hear what the puppet sees and hears. This
upgrade can be toggled on and off as a Speed 0 action. While using it,
you suffer visibility penalties, and make Awareness checks, based on
your puppet's location and 'senses' rather than your own. You can only
use this for one puppet at a time.

PP: 2

Cost: 50 Ryo

Voice Box

Using a chakra-based speaker in its head, your puppet can talk!
Specifically, it can transmit your voice, or a distorted and
unrecognizable version of it.

PP: 1

Cost: 20 Ryo

```
```
#### Torso
Exploding Torso

By placing exploding tags in the body of a puppet, the thing is turned
into what is essentially a walking bomb. This allows you to store up to
(Chakra Control skill ranks)/5 Exploding Tags inside the puppet. You
may detonate them as a Speed 10 action while controlling the puppet.
The puppet takes double the full damage, anyone inside or grappling it
may choose to block (though not dodge). The range is 20 yards, +1 per
tag after the first, and the damage is the total damage of all the tags
used in this. The accuracy penalty for not being able to escape an AoE,
however, is halved. You must pay for the exploding tags
separately.

If a puppet loses all its HP after doing this, it cannot be repaired
without returning to a village and rebuilding it
entirely.

PP: 3 ; it costs an additional 1 PP per tag, which may be
taken from any location

Cost: 100 + cost of exploding tags

Hollow Body:

All puppets are hollow, but this modification creates a spacious,
shell-like area inside the torso of the puppet. This is large enough to
fit a person and, depending on the design, may have eye holes too look
out from. If so, Awareness checks can be made, but at a -4
penalty.

Getting into or out of the puppet is a Speed 8 action; it can be locked
from the inside. However, while inside you may not use perform
handseals (too cramped), attack or be attacked, or control your other
puppets.

A person inside cannot be attacked until the puppet has been
destroyed.

PP: 8

Cost: 150

Reinforced:

Your puppet is reinforced. No, really. Each application of this
increases the puppet's HP by 25.

PP: 1

Cost: 10

Trap Body

An elaborate arrangement of wires and launches inside a hollowed out
torso which, when triggered, fire and wrap around a target, then
quickly retract to pull them into the puppet to capture
them.

When the puppet is attacked in melee, this can be declared in place of
a defensive action; it's a Speed 10 Interrupt, which costs 5 AP to use
(via Chakra Threads). The puppet takes half damage from the attack, and
the attacker must then defend against this attack.

If they fail, they are trapped and locked inside the puppet's Hollow
Body; Trap Bodies lock (automatically) from the outside, and cannot be
opened from the inside without destroying the puppet. The person inside
is limited to basic unarmed attacks against the puppet while inside.
This can only be deployed once per battle, after which it needs to be
reset.

PP: 4

Cost: 200 Ryo

\page
#### Arms
Chakra Shield:

Installed in an arm, these deploy by unfolding umbrella-like wooden
spokes and briefly projecting a temporarily solidified shield of
chakra. This is a Speed 5 Interrupt, and costs 3 AP to use, if used to
defend the puppet, it's used alongside a Control Puppets: Dodge, and
instead of adding Speed it just costs 5 AP.

The shield will block up to CHA*5 damage. If this stops an attack
entirely, subtract half that attack's damage from CHA*5; that's how
much 'HP' the shield has remaining for future uses. If an attack does
more damage than the shield's HP the puppet takes any carryover, and
the shield is unusable for the rest of the battle.

Even if this blocks all damage from a technique, it will not stop any
other effects (such as immobilization or ignite).

PP: 3

Cost: 50 Ryo

Equipped Weapon

Your puppet has a weapon it can use in its arm. This can be any weapon
with a Stamina cost of 10 or less; you may increase the maximum Stamina
cost by 5, by increasing the PP cost by 1. The puppet increases an
Accuracy bonuses on the weapon, and and penalties by 2. It may
dual-wield only (Dual) weapons, and those only at your level of the
Dual Wielding ability. You must pay for the weapon
used.

To use a two-handed weapon, this must be purchased for both arms which
will be using that weapon. The cost of the weapon itself only has to be
paid for once.

PP: 1 - 4

Cost: 50 RYo + Weapon's cost

Flamethrower:

A contraption which sprays a mist or stream of some combustible
substance and ignites it with chakra on contact with oxygen. This
enables the puppet to, as the name suggests, project powerful gouts of
flame.

This is a Speed 14 action for the puppet. In addition to doing
(CHA/8)d10 damage, this inflicts Burns 6 and Ignite 5 if the target
fails a status roll, using your Chakra Control.

PP: 1 for the mechanism, 1 per 2 uses

Cost: 50 for the mechanism, 25 per 2 uses

Glider:

Special, folding wings installed inside the arms of your puppet, this
can extend and retract as necessary. To be useful you must install this
upgrade in both arms of a pair. This upgrade halve the puppet's
physical damage with those arms.

The puppet can fly. An airborne puppet may not carry people (via Hollow
Body). A flying puppet is immune to any effects reliant upon contact
with the ground (such as some immobilization penalties) and cannot be
targeted by melee-range techniques unless it made a melee-range attack
in the past 25 IC.

PP: 2

Cost: 150 Ryo

```
```
Grapple Arm

Your puppet can fire off its hand, with a rope attaching it back to the
arm. This allows your puppet to initiate a Grapple at a distance as a
Speed 10 action. From there it can, as a separate Speed 6 action, draw
itself to the person in question. From there it may perform any Grapple
jutsu you know when you make it attack.

PP: 2

Cost: 75 Ryo

Hidden Weapon:

This is an upgrade to a weapon the puppet is already equipped with.
That weapon is concealed inside the puppet's arm and spring-loaded. The
first time it's used in a battle it is automatically a Surprise Attack.
This cannot be done with a Large weapon. After this upgrade, the weapon
cannot be disarmed.

PP: 2

Cost: 25 Ryo

#### Legs
Hidden Weapon:

By hiding a weapon inside the puppet's leg, it allows the puppet to,
well, attack with that weapon. Weapons of less than Large size may be
installed. Weapons used may have a Stamina cost of up to 10, +5 per
extra PP spent on this upgrade.

The first time the weapon is used in a battle, it is an automatic
Surprise Attack. This uses the weapon's damage, speed, and so forth.
You must pay for the weapon separately from this
upgrade.

Cost: 2 - 4 PP

Cost: 50 Ryo + Weapon's cost

Mobile Legs:

Special legs designed to go over any terrain, be it rocks, water, ice,
or even up cliffs. These legs reduce immobilization penalties based on
the condition of the ground by 1; you can stack this benefit by giving
this upgrade to multiple pairs of legs. These legs can also use Water
Walking and Wall Walking, if you have those abilities.

PP: 3

Cost: 50 Ryo

Tail:

Your puppet replaces its legs with a tail! This reduces its movement
speed by 25% (or, if the puppet still has another pair of legs, the
pair converted into a tail just doesn't provide a 25% increase in
movement speed) but reduces immobilization penalties based on the
condition of the ground by 2, and all other immobilization penalties by
1. Outfitting multiple pairs of legs with this upgrade stacks its
effects by improving the size and quality of the tail.

This upgrade gives your puppet a +4 bonus to grapple rolls; that
benefit does not stack if multiple pairs of legs have this. The tail is
prehensile, and may grip and grab things, and counts as a single limb
in a grapple.
PP: 3

Cost: 100 Ryo

\page
## Monkasei

The Monkasei lineage--they haven't organized themselves into a proper
clan, despite gentle prodding from the village to do so--is viewed in
generally good light by the people of Sand. Much of that comes from the
fact that every member who displays their kekkei genkai is directly
descended from the Third or Fourth Kazekage; the two weren't directly
related, but most likely had a common ancestor, since they possessed an
identical, or nearly identical, bloodline. It also helps that the
Monkasei, as a general rule, are fairly modest about their bloodline
and heritage.

That advanced bloodline is the ability to create magnetic chakra, and
seems to have actually gotten stronger in recent generations; the Third
Kazekage was hailed as the strongest Kazekage his village had ever
seen, rivalled only by the Fifth, but his control of magnetic chakra
was limited only to iron dust; he did not possess an actual magnetic
jutsu.

On the other hand, that may simply be a result of the passage of time.
He may well have been the first of his kind, and he had nobody's
mistakes and successes to learn from. Even if the bloodline hasn't
grown more powerful, it has become more refined, and while the number
of inheritors is fairly small, they're flourishing and growing in
number.

```
```
Monkasei begin with Elemental Aptitude for Earth and Wind. They have
Elemental Affinity: Jiton, which includes Doton and Fuuton.

##### Monkasei start with 1 less Unique Point.

#### -=[ Abilities ]=-
##### --( Jiton - Magnetism Release )--

What sets the Monkasei bloodline apart from its peers is their advanced
chakra nature. Though commonly referred to as 'magnetic'
chakra, there's more to it than that: even non-magnetic
metals can be affected by their abilities. Most Monkasei realize their
powers well before they can use ninjutsu, or sometimes even mold chakra
at all, when they start intuitively dragging metal objects to them.

Any Raiton or Doton technique can be converted into a Jiton technique,
which the following effects:
- +5 Chakra cost
- All Jiton techniques have Magnetize 1 if they
hit.
- For every 25% higher the techniques damage is
considered for wounding, the technique applies 1 to the Magnetize. If
it cannot be blocked, it adds 3 to the Magnetize. For every 5 chakra
over 30 a technique costs (Base), the technique applies 1 to the
Magnetize.
- All Jiton techniques have their base Speed
increased by one per rank (1 for E, 3 for C, etc.). Thus, a Jiton
Retsudotensho would be treated as a Speed 25 action for all purposes
(including its minimum Speed after reductions), rather than 22.
- All Jiton techniques have their total Speed
(which as a reminder cannot be reduced below half their base Speed)
reduced by the severity of their target's Magnetize. For example, if
you were using the area-of-effect move Doryuu Taiga against four
people, who had Magnetize 4, 8, 2, and 0, your technique's total Speed
would be reduced by 8.
- All Jiton techniques have their Chakra cost
reduced by their target's Magnetize severity.
- Jiton is strong against Raiton and Suiton, but
weak against Katon. All Jiton techniques are considered as projectiles
when determining how effective Fuuton-based defenses are against them
(not because they necessarily are projectiles, but due to the elemental
weakness).

\page
##### --( Magnetize )--

This is a status effect, which represents the target having become
magnetized. Magnetize stacks fully with itself; someone with Magnetize
8 who's hit by a Magnetize 1 technique is elevated to Magnetize 9.
However, a Jiton technique cannot raise a person's Magnetize over
2*(rank). Thus, a person with Magnetize 2 who was hit by an E-rank
Jiton technique would not have their Magnetize status increased.

Jiton techniques used against someone with a Magnetize status get an
Accuracy bonus equal to the status' severity. Metallic thrown weapons
have an Accuracy bonus equal to half the status' severity. Magnetize
fades entirely half an hour after the last time it was applied.

##### --( Denji Yuusei - Electromagnetic Dominance )--

Your manipulation of magnetic chakra has lots of potential uses! All of
the following have a Chakra 10 cost, and are considered to be Jiton
Ninjutsu effects.

When throwing metallic weapons (arrows are no good for this) you may
use CHA/10 in place of DEX/10 for your accuracy bonus.

You may also deflect attacks with any metal weapons, ranged or melee,
by making an accuracy roll. This uses your CHA/10 in place of DEX/10,
and receives any bonuses from having magnetized your opponent. This is
a Speed 1 Interrupt

Finally, you may disarm an opponent's held weapon as a Speed 6 action,
rolling 1d20+CHA/8 against their 1d20+STR/10, once again receiving
magnetize bonuses. If succsessful, you may throw the weapon up to CHA/4
yards in any direction, or bring it to yourself (and, if you wish,
wield it).

You can retrieve, as a Speed 4 action, any discarded metal weapons or
used projectiles within CHA/2 yards, bringing them to yourself.

```
```
##### --( Mujona Kaiho - Merciless World Order )--

By no means the most powerful of a Monkasei's abilities, this is one of
the most visually impressive. You project your magnetic chakra out
across the battlefield, and use it to seize control of any discarded
metal weapons--kunai, shurikens, even swords. Using that control,
you're able to attack with impunity without having to make a single
motion.
- Type: Jiton Ninjutsu, Rank C
- Chakra: 10
- Upkeep: 2
- Speed: 4
Effects:

While this is maintained you may spend AP to make ranged attacks with
any metallic weapons present and not being held on the battlefield.
They have a range of CHA/2 yards, and use your ninjutsu, rather than
physical, damage bonus.

This costs 1 AP per 2 Speed it would normally cost to attack with the
weapon; the weapon uses its base Speed for damage purposes. This uses
your CHA instead of DEX for Accuracy. These weapons don't benefit from
weapon-specific abilities. They receive the full Accuracy from
Magnetize as if this was a Jiton ninjutsu, but none of the other Jiton
effects (such as applying more Magnetize) apply.
\page
### Sabechi

When Sunagakure initially organized itself into a formal village of
Ninja, the Sabechi were the tribe most resistant to allying themselves
with those who had been their rivals for generations. They
fought against change and the alliances that were being made, relying
upon nature for their survival against what quickly became a much
larger force.

In doing so, they resorted to extreme measures. While no
Sabechi ever confirmed as much, it is suspected that they tried all
manners of profane rituals and struck bargains with the most dangerous
and amoral of the species to be found within Sunagakure, which is how
they began to produce a poison from their own blood.

Eventually they did assimilate into the village, sufficiently impressed
by the collective force of the tribes. For a long time they
voluntarily segregated themselves, but over time they formed bonds with
the Henzaki and the Hitori in particular, impressed by the former's
talents and admiring the Hitori's spirit. The three clans, often teamed
together, form an odd balance of sorts; a Sabechi's dark humor, a
Henzaki's withdrawn neutrality, and a Hitori's overzealous enthusiasm.

Members of the clan are not a very vocal sort, with a sense of humor
that is often classified as 'twisted'. While well-mannered,
most Sabechi have a sense of wit which invariably carries undertones
not fully understood by those they converse with until well after
they've spoken, making those that meet them frequently question just
what they meant.

#### -=[ Abilities ]=-

##### --( Rustblood )--

The very blood of a Sabechi is poisonous. Along with minor
inconveniences, like it being harder to give them transfusions and them
being ineligible to ever donate their blood, it can also be used in
combat as a very potent venom.
- Type: Ability
- Base Cost: 2
- Scale: 0
- Limit: 1 + XP/100
You can poison a weapon on your blood as a Speed 5 action by inflicting
1 point of damage on yourself. This applies 1+(Toxicology)/5 doses
worth of poison to a melee weapon, or poisons up to that many thrown
weapons. Your Rustblood poison has a +4 bonus to all its Toxicology
rolls.

This poison's severity begins at 1, and increases by 1 every 4 ranks.
It has a base Duration of 10. For every rank of Rustblood, you gain one
Poison Point.

Because this toxin is dependent upon the precise physiology of the
Sabechi who produces it, it will break down rapidly outside their body.
This prevents it from being stored for any significant amount of time,
and means it can't be used to lace food or drinks.

Poison Points are spent to add the following effects to poison,
declared when you envenomate a weapon. These effects all have costs
that function the same as ability costs, which you spend PP (rather
than XP) on. For example, Paralytic is Base 3 / Scale 2. This means the
first rank costs 3 PP, the second costs 5 (for a total of 8), and so
forth.

You may not unspend and respend Poison Points at well; once spent, they
are allocated. However, you may choose to use less than your full
value; for example, your poison might have Paralytic 3, but you could
choose to make a single use of it only Paralytic 1.

This is significant because each PP spent on applied effects increases
the Vitality (or HP) cost by 1. So, using your poison at Paralytic 3
would add +15 Vitality to its cost, while Paralytic 1 would only add +3
Vitality.

\page
Paralytic

Your poison debilitates the victim's muscles, slowing their ability to
react. This inflicts Paralysis 1 per rank.
Base: 3
Scale: 2

Necrotic:

Your poison causes rapid cell death around the area struck. Aside from
taking longer than usual to fully heal, this inflicts Immobilization 1
per rank.
Base: 2
Scale: 1

Irritant:

There are many ways of accomplishing this. The most common is including
some chemical in the poison that will cause an allergic reaction in
most humans. Whatever the method, your poison causes irritation and
possibly inflammation, and inflicts Burns of its rank in severity.
Base: 1
Scale: 1

Hallucinogen

Affects the senses and mental functions of its victims, causing
temporary disorientation and delirium. It inflicts a -1
Visibility Penalty per rank.
Base: 2
Scale: 1

Neurotoxin

Causes a temporary overload of the nerves, which stops proper brain
function for a few moments. Can be deadly in the midst of
combat. It inflicts 2 Stun per rank.
 This increases the Duration of the poison by 5. The first
three ranks of this effect cost 1 PP; the next three cost 2 PP; the
next three cost 3 PP, and so forth. So, for +50 Duration (10 ranks)
you'd need to spend (1*3 + 2*3 + 3*3 + 4) = 22 PP.

##### --( Mithridatism )--
Constant exposure to the Sabechi's own venom eventually has their
bodies produce antibodies to a variety of poisons, building up an
immunity to even the nastiest kinds of venom.
Base: 5
Scale: 0
Limit: RES /30
Effects:
For every rank, you reduce the rank of any Poison you suffer from by
1. If you reduce the Poison's severity to 0 by this, you add
a bonus to the Resistance roll against all secondary effects of the
Poison equal to the Poison's severity.
##### -=[ Predatory Protrusions ]=-
Every Sabechi has a way to deliver their poison naturally, without the
aid of weapons--such is the nature of their
bloodline. As their skill expands and chakra
develops, it's not unheard of for a Sabechi to begin manifesting other
mutations.

You choose one of the four mutations below at creation. For
every 2000 EXP you have, you can voluntarily choose to lower your
maximum Willpower by 1 to acquire an additional protrusion.

You may taken the Weapon Focus ability for "Natural
Weapons." This applies to any attacks made with your
Sabechi clan mutations.

##### --( Stinger )--
The most obvious of all the mutations and the signature feature of the
clan, a Sabechi's stinger is far more potent than a scorpion's, even
though they look about the same. It's much longer than it
looks, able to extend over the Sabechi's shoulder or around their side
to strike those in front of them.
- Stamina: 10
- Damage: (STR/10)d8
- Speed: 10
- Special: -5 Accuracy
Effects:
You have a flexible tail with a curved tip. Most Sabechi tend
to wrap it around their waists as a type of belt, but some let it hang
behind them. You can attack with the Stringer even in a
grapple, and if you do so you don't suffer the normal Accuracy
penalty. If you strike with this weapon, you can inflict a
dose of your poison. When attacking with your tail, your Rustblood has
no Vitality cost. Your tail inflicts Piercing wounds, and in a grapple
you may make your attacks automatic called shots at no penalty.

##### --( Quills )--
While not true "needles", some Sabechi
actually have the ability to straighten the hairs on their head, which
tend to be much thicker than normal hair, enough so to inject trivial
amounts of their poison. When used in groups, however, it can
be quite deadly.
- Stamina: Variable
- Damage: Variable
- Speed: Variable
Effects:
This is treated as a Senbon multithrow, though it does not require the
normal ability to do so. If you use at least three Quills,
you can deliver a dose of your poison with them.
These are not actual senbon, and do not benefit from any
senbon-specific abilities. Poisoning your quills requires the normal
Vitality cost for your Rustblood, but does not have the maximum of
1+(Toxicology)/5.

\page
##### --( Saliva )--
Sabechi who happen to deliver their poison this way tend not to get
many dates, leading it to be the least common of all the mutations
found within Sabechi, but those who have it swear by its usefulness.
- Chakra: 12
- Damage: (CHA/10)d6
- Range: 10
- Speed: 8
Effects:
You can apply a dose of your poison with this attack. As in, by
spitting on someone. This is a taijutsu attack, though it uses your
ninjutsu damage bonus and can only be parried as if it was a ninjutsu
technique. It inflicts Energy wounds (due to the caustic nature of the
saliva). As usual, this costs 1 Vitality for every Poison Point
utilized during the attack.

##### --( Oily Skin )--
Frequently mistaken for sweat by their enemies, Sabechi with this
mutation tend to enjoy trading blows with their opponents, crippling
them the longer the fight goes on.
- Stamina: 5
- Upkeep: 2
- Speed: 10
Effects:
Rather than being an attack, this is activated as a pre-emptive action.
At that point you specify the composition of your poison.

Anyone who strikes you with an unarmed attack must pass a Resistance
roll or be poisoned. As a Speed 6 action, you can
change the type of poison applied upon contact.

A new dose of poison is automatically applied to your skin (And
therefore, deducted from your Vit/HP) every time you poison
someone. This can knock you unconscious, but will not reduce
your HP below 0 (and will shut off, if the cost can't be paid).
\page
### Kirigakure No Sato
Located in the south western part of Water Country, Kirigakure no Sato
has a cool to moderate climate. Being near to the shore and often
fluctuating in temperature, the village is swallowed by fog year round,
leaving it perpetually moist and dreary. Entering Kirigakure, it's hard
to make a quick judgment of its size. Stone buildings loom like ghosts
dressed with sturdy flora disappearing from sight into the hazy
countryside.

After the war, Kiri was one of the first villages to recover. Being an
island, its physical infrastructure remained mostly in tact. The first
order of business was rebuilding the village's military strength.
Previously Kiri had eradicated several clans who tried to overthrow the
Mizukage and council elders. Perhaps it was luck, but some of them
escaped the purge. Many previously exiled or near extinct clans, seeing
Kirigakure weakened, came out of the woodwork and claimed their
footholds, building new and better clan compounds and taking seats on
the Kiri council. Kiri, realizing they couldn't afford to refuse them,
allowed them back - but they live under perpetual observation. Shortly
after, many of the people came to Kiri from the surrounding villages,
having not fared as well through the war. While Water Country is still
hurting for total population, Kiri appears to be bigger and stronger
politically than in the past. Rumors abound of them more or less
bullying local nobles and perhaps even the daimyo, though nobody--on
either side--will confirm that.

During the recovery after the Fourth Great Shinobi War, Kirigakure
underwent reform. They did away with their chaotic, bloody past and
introduced a new age of military power and structure, adamantly
refusing to risk losing their seat as one of the Five Great Shinobi
Superpowers. Because of this, students who begin to fall behind in the
academy are pushed ever harder; those who can't keep up are cut out,
without second chances. They start training their shinobi at younger
ages than any other village, and their genin graduation happens a year
or two later than most other villages. Should an individual remain out
of work for an extended period of time or fail to meet village
expectations, they're subject to review and the mercy of the Kirigakure
council.

Martial Law reigns supreme. In the past Kirigakure's greatest threats
came from within - those days are no more. The village wastes
no time in snuffing out even the hint of rebellion or political
discord.
```
```

The forces of Kiri can proudly call upon the Hozuki, Kaguya, Niou,
Terumi and Touu clans in their hour of need. There was a time in which
the seven swordsmen were but a faded memory, although that has changed.
The swordsman corps of mist has once again risen to prominence to
become a feared force.  Militaristic and merciless,
only the students who display an abnormal talent or fascination with
swordsmanship are selected to be trained by the Corps.

Mist's swordsmen may not believe their kenjutsu is superior to ninjutsu
or typical taijutsu; some do, while most admit it's simply a very
specific focus. Most, however, will very adamantly reject the concept
that natural talents or abilities, such as bloodlines, can match their
rigorous training.

A disproportionate number of the Mizukage's honor guard tend to be
members of the Swordsman Corps.
##### Members of the Swordsman Corps begin with 1 less Unique Point.
Because they have no clue.

#### -=[ Abilities ]=-

##### --( Blademaster )--

Members of the swordsman corps do not put as much effort into training
with their swords as other ninja do into learning the basics of
ninjutsu--they put in more. This rigorous training tends to leave
members of the swordsman corp disproportionately grim, and
exceptionally dangerous.
- Type: Ability
- Cost: 10
- Requires: Precision
Effects:
When using a sword, you use DEX/8 rather than DEX/10 to determine your
bonus to Accuracy. Additionally, when making a sword attack you may
choose to replace your regular accuracy with an accuracy roll (using
1d20 instead of 10 for the base value).
If you choose to use your physical damage bonus with a sword attack,
instead of your Sword Damage Bonus from the Precision ability (found
directly below this one), you do not receive the benefits of
Blademaster on that attack.
##### --( Precision )--

Any ninja who uses a weapon seriously knows something about it beyond
;put the pointy end into the other person;. Mist's swordsmen generally
understand their weapons, knowing the importance of a sword being
well-balanced, and just how to cut someone to make the most of their
weapon's momentum.
- Type: Ability
- Base Cost: 5
- Scale: 5
- Limiting Attribute: DEX /20, Max 4

Effects:

You have a special "sword damage bonus" of
DEX/15 (to, as usual, a single decimal point). You may use this in
place of your physical damage bonus whenever wielding a sword, if you
prefer. Each rank beyond the first reduces the divisor by 1, to a
minimum of DEX/12.
Increases to your Physical Damage Bonus do not affect your Sword Damage
Bonus. However, anything which reduces your PDB (such as many wounds)
will also reduce your SDB.
##### --( Silver Flash )--

Once a sword kata has been perfected, you don't stop practicing it. If
it is a ten-minute kata, and you know every step perfectly, you will do
it in nine minutes, and then in eight. You learn how to not think about
what you're doing, and instead simply do it.
- Type: Ability
- Base Cost: 10
- Scale: 5
- Limiting Attribute: DEX /40

Effects:

Every rank reduces the Base Speed of your sword attacks by 1, but
increases their damage for the purpose of causing wounds by 5%.
\page
##### --( Daisho )--

Most memebrs of Mist's Swordsman Corps have one sword which is distinct
to them, and they learn to use it like an extension of their own body,
often to the exclusion of other weapons. A select few, however, find
themselves with the need or desire to own more than one. If these
individuals are considered worthwhile, the Corps will allow them to
have another one of Mist's famous swords forged for them.

Technically, "daisho" refers to a paired set
of weapons used by samurai. It's a very precise word, with deep
significance and a great deal of ceremonial importance. Well, at some
point in the past some member of the Swordsman Corps decided to present
themselves as a samurai, and adopted the term to refer to their own
paired weapons. It caught on, because while ninja don't actually know
anything about samurai behavior, it sounds impressive to claim you
follow their ways, and now a "Daisho" among
the swordsman corps refers to any set of weapons an individual
personally values.
- Type: Talent
Effects:
This may only be taken after you already have a clan sword (meaning,
you are of chuunin or higher rank). You acquire a second sword, which
follows all the normal rules for a clan sword, designed separately from
your first one. You may take this talent multiple times, acquiring a
new sword each time.

#### -=[ Clan Swords ]=-

Upon becoming a chuunin, a Mist swordsman will receive their own,
personalized blade. Most of them will have kept, used, and taken care
of a single sword, usually a katana, from their days in the academy--in
these cases, they usually opt to have that weapon reforged.

Though they don't partake in the forging process, the ninja will be
there the entire time, and it's followed by a ritual consecration, and
a four-day period of solitary meditation in which the shinobi is alone
with only their blade, fasting and subsisting off only just enough
water to stave off dehydration.

The relationship between sword and swordsman is... interesting. Most
swordsmen take care of their blade better than their teammates, and
it's not even considered unusual for them to name and talk to it (if
the sword starts talking back, though, that just means they're crazy).

There's more to this than lasting effects of the hallucinations from
four days of fasting and partial dehydration. Members of the swordsman
corps always know where their sword is, in terms of distance and
direction. It could be on the other side of the world, and given enough
time, they'd be able to track it down.

Many claim their swords are 'loyal' to them (others just say their
weapons are unique and they're the only ones who know how to use them
properly); and, indeed, a borrowed or stolen sword functions as an
ordinary katana, nothing more, in the hands of anyone but its rightful
owner.

In the event one of these swords is hopelessly lost (say, tossed to the
bottom of the ocean, or thrown into a volcano) a new one can be forged
for the swordsman, though this is not done lightly; if given the
chance, most would literally fight through hell to get their sword
back. It takes four weeks to obtain a replacement sword, after which
the original will no longer recognize its former owner. A member of the
swordsman corps who accepts a replacement blade when it's in any way
possible to reclaim their old one is viewed with severe disdain by
their fellow swordsmen. (Using a regular katana in the meanwhile,
however, is perfectly acceptable).

Upon reaching Chuunin rank all members of the Swordsman Corps receive
their own weapon automatically. Once you've reached that rank, use the
rules here to customize your personal weapon.

Your sword begins with 20 points which you can spend on it at your
discretion. The first thing for you to do is choose its Structure
features; this is its basic shape and so on. There are 5 primary
characteristics to select here, and each one has a point cost listed
next to it; for example, "(2) Slashing" means
it costs 2 of your 20 points to make your weapon inflict Slashing
damage.

After selecting all your Structure options, you move on to Features.
Although prices are in the same format, the layout is different.

Features relate to three key components of your weapon: its balance
(how easy it is to handle), its blade (how sharp, and other special
characteristics), and its body (its weight and sturdiness). They are
also divided into three tiers: Bottom, Middle, and Top. To take
features in the Middle tier, you must have spent at least 5 of your
sword customization points in that group; to take features from the Top
tier, you must have spent at least 10 points in that tree.

For example, if you spent 7 points on Low-tier and 3 points
on Middle-tier features in Balance, you could take the top-tier Balance
features. You would still be restricted to Low-tier Blade and Body
features, unless you also spent enough points in those trees.

You must spend at least 1 point in one of the three primary trees of
Features. There are also Special Features, which have two differences
from regular features. The first, they only have Bottom and Middle
tiers. The second, they will not determine your sword's number of
damage dice.
\page
====================
1. Structure
------------------------------

1. Damage Type
Every weapon must have at least one damage type. If it's both, you can
decide whether to deal slashing or piercing damage each time you
attack, and the weapon can be used with Slashing- or Piercing-only
moves (though in that case it deals only the type of damage allowed by
the technique).
- (2) Slashing
- (2) Piercing
2. Size
A weapon may have only one size. Size determines both which jutsu and
abilities it functions with, as well as the number of damage dice it
rolls.
- (0) Normal: 6d_ damage
- 3) Small: 4d_ damage
- (3) Large: 8d_ damage
3. Two-Handed?
Only Large weapons may be two-handed. If a weapon is two-handed, it
can't be used one-handed unless you have the Monkey Grip ability. You
may only choose one of these options.
- (0) One-Handed
- (4) Two-Handed
4. Number
Some swordsmen have more than one weapon. The Dual tag does not
actually grant you an additional sword, just means your weapon is
optimized for dual-wielding (as per the ability). If you take Paired,
you get a second weapon which has 13 points to spend normally, and may
not take Paired itself.
- (3) Dual
- (5) Paired
5. Damage
Not something you spend points on, this time! Of the three primary
feature sets below (Quick, Steady, and Strong), determine which one you
have the most points in. If there's a tie, choose one.
- Balance: Speed 10, Stamina
8, _d6 damage
- Blade: Speed 12, Stamina 10,
_d10 damage
- Body: Speed 15, Stamina 14,
_d12 damage
```
```
====================
2. Features
------------------------------
##### -=[ Balance ]=-
###### Bottom:
- (1) +2 Bleed, -1 die of
damage. Your sword must deal at least 1d_ damage. This status effect is
automatically -
applied if the sword does damage.
- (1) If you spend AP on a
sword attack, and miss, half the AP spent (rounded down) is refunded.
- (1) Your sword deals +1d_
damage, to a maximum of +4d_.

###### Middle:
- (2) -1 base Speed, maximum
of -2.
- (1) +1 Parry, to a maximum
of +2
- Top:
- (1) Your Parry has its base
Speed reduced by 1. This can only be taken once.
- (1) The weapon may be held
with one less hand than normal. This allows a two-handed weapon to be
one-handed without difficulty (though does mean it loses is two-handed
damage bonus). A weapon that requires "no
hands" can be strapped to your body somehow.
##### -=[ Blade ]=-
###### Bottom:
- (2) Your sword's damage is
increased by 10% for the purposes of determining wounds; this can be
taken up to 5 times.
- (1) Your sword attacks have
their damage bonus increased by 1, but their Accuracy decreased by 1 as
well.
- (2) Your sword's die size is
increased by 2, to a maximum of _d20.

###### Middle:
- (1) Attempting to parry your
sword has a -1 penalty, to a maximum of -3.
- (1) Your sword deals three
more dice of damage but has its Stamina cost increased by 4.
Top:
- (2) Your sword deals another
STR/20 dice of damage, but has its Stamina cost increased by the number
of dice added this way.
- (2) Your weapon's dice
become .extra(die size-2). This can be purchased repeatedly, each time
lowering the .extra value by 1 (from .extra(10) to .extra(9), then
.extra(8), and so on).
\page
##### -=[ Body ]=-
###### Bottom:
- (1) You have a +1 bonus to
rolls made to disarm an opponent's weapon, and a +1 bonus to any of
your defenses against being disarmed. Your sword's base Speed is
increased by 1.
- (1) If you block while
holding your sword, you gain a DR equal to your Sword Damage Bonus;
this is multiplied by the number of times you've taken this feature,
and doubled if used with the mid-tier Weapon Block ability.
- (2) Your sword gains a Stun
1, to a maximum of Stun 4.

###### Middle:
- (2) Weapon Block: While
wielding your sword, you can block weapon attacks as a Speed 4
Interrupt.
- (2) You may declare when you
make your attack that you are reducing its damage by 50%. If it hits,
it gains a Stun of (damage dealt)/50.  It cannot be taken
more than twice. This adds to the low-tier Stun effect if you have it.
- (1) Anyone attempting to
parry your sword does so at a -1 penalty. This can be taken up to 4
times.
Top:
- (3) While blocking, you can
declare Block as your defense against a disarm attempt. This allows you
to use your normal Accuracy value, or make an accuracy roll, against
the disarm attempt, with a +5 bonus (in addition to all other Steady
bonuses).
====================
3. Special Features
------------------------------
##### -=[ Small ]=-
###### Bottom:
- (3) Your sword has +1
Accuracy, but -0.5 to your damage bonus. This has a maximum of +2 / -1.0
- (1) Someone trying to parry
your sword with a weapon does so as if your attack's Speed was 1 lower.
This can be taken twice.
Middle:
- (2) Your sword's base Speed
is reduced by 1. This can be taken twice.
- (1) The sword has a
compartment in the handle for poison. It can hold up to three doses,
which must be of the same type of poison. This allows you to, as a
Speed 0 action, coat your blade with poison for a single attack.
- (2) Your sword gains a Stun
1, to a maximum of Stun 4.

##### -=[ Large ]=-

###### Bottom:
- (2) Your sword's base Speed
is increased by 2, it gains Delay 2, and your sword damage bonus is
also increased by 2 when using it. This may be taken twice.
- (2) Anyone trying to parry
or disarm your sword does so at a -1 penalty. However, your parries
with your weapon similarly have a -1 penalty.

###### Middle:
- (1) Your sword inflicts a
Stun 2 to anyone who successfully parries or blocks it. This stacks
with any other stuns applied by your weapon.

##### -=[ Spiritual ]=-

###### Bottom:
- (2) You use CHA/15 to
determine your damage bonus while using your sword. If you take this
feature a second time, the divisor is lowered by the Precision ability
(to a minimum of CHA/12).
- (2) When rolling accuracy
with your sword, you use CHA/10 rather than DEX/10.

###### Middle:
- (4) Twice a day you may call
your sword to you so long as it's in a one mile radius. If it's nearby
it will fly to your grasp; if not, it will appear in your grasp as if
summoned. This can count as drawing it for iaijutsu. Additionally, you
have a permanent +3 bonus to any attempts to resist your sword being
disarmed.
\page
### Terumi

One of the few clans in Kirigakure that was never victim of the
extensive bloodline purges in that village's pasts, the Terumi clan
came about only after they had concluded. Most of the clan is descended
directly from the Fifth Mizukage, from whom they take their name.

Typically red-haired and slender, the Terumi have a slightly
exaggerated, but ultimately accurate, reputation for being hot-headed
and tending to react strongly (and often violently) to comments about
issues they find sensitive. Whether what offended them was something a
person actually said, or a simple mishearing on their part, doesn't
seem to matter very much.

Surprisingly for such a relatively new clan, the Terumi have wound up
in a position of lore-keepers for the village. Mist's largest library,
and the vast majority of its historical records, are managed by the
clan.

Terumi begin with Elemental Aptitude for Fire and Water. They have
Elemental Affinity for Futton, which includes Katon and Suiton.
##### Terumi start with 1 less Unique Point. Because property
destruction.

#### -=[ Abilities ]=-

##### --( Futton - Boil Release )--
Combining fire- and water-natured chakra produces the somewhat
inaccurately-named Boil Release; not all Futton techniques necessarily
use boiling water. Some converted Katon instead manifest as a heated,
often high-speed blast of corrosive mist.
Any Suiton or Katon technique may be converted into Futton, with the
following effects:
- +5 Chakra cost.
- Futton always deals Energy
damage.
- Optionally, Katon techniques
may use up to half their Chakra cost in gallons of water.
- Katon techniques which don't
utilize water instead manifest as corrosive steam. When this condenses
(after the technique is resolved), it adds 1/5 of the move's Chakra
cost in gallons of water to the battlefield.
- You may choose to boil off
(remove from battle) up to half the gallons of water used in a
technique. Each gallon 'destroyed' this way increases the technique's
damage by 5%.
- Blocking Futton reduces its
damage normally. However, its damage for the purpose of inflicting
wounds is based off its unreduced damage. The same applies to partial
defense.
- Futton cannot inflict
Ignite. Instead, Futton techniques deal 5% more damage per point of
Ignite they would inflict.
- Suiton techniques converted
to Futton gain Burns equal to their Chakra cost divided by 5.
- Futton is strong against
Katon and Fuuton, but weak to Doton.
##### --( Boil )--

Channeling your chakra into an impending water-based attack, you boil
it harmlessly away before it reaches you.
- Chakra: 5 + X/2
- Speed: X

Effects:

This can be used as a defensive Interrupt against any Suiton ninjutsu
which requires gallons to be used. Make an Accuracy roll, with (CHA)/10
as a bonus. X is the amount of gallons used in the jutsu you're
interrupting. If successful, the technique fails, and the gallons of
water used in it are destroyed.

##### --( Sekai ni Tokeru - Dissolving World )--

The Terumi ability to boil water and alter the pH of steam taken to a
logical extreme, this boils all water within a broad radius within
seconds, flooding the area with a rising high-temperature vapor.
- Type: Futton Ninjutsu, Rank B
- Chakra: 35 + X/5
- Area: Special
- Speed: 24
- Seal Speed: 22

Effects:

This destroys up to your CHA in gallons of water. Water present on the
battlefield will be boiled off first, and then water used in jutsu with
upkeeps. It's centered on you, and has an Area of 50 or up to X, with X
being the number of gallons boiled, whichever is higher.

It does X*(ninjutsu damage bonus) damage to anyone
caught inside the area. As is normal for a Futton technique, blocking
and partial defense will not decrease the damage from its wounds.
\page
### Touu

The Hidden Mist, and Water Country in general, has a dark past it would
very much like to forget.  Shinobi within Kirigakure
who possessed distinctive kekkei genkai were suddenly demonized by
their peers, and would end up being 'killed in action' on routine
missions or simply vanish. Several bloodlines vanished forever.

The Touu did not, despite being the proverbial poster children for
'powerful, dangerous bloodlines'. Their powers manifested at a very
young age, and could be used even without ninja training. They weren't
arrogant, but they were special, and that was enough for them to be
feared, hated, and ultimately all but wiped out in an orgy of
irrational hate and violence.

Decades later, Kirigakure found itself in an awkward position: it
wanted to get as many of those bloodlines back as they could, but most
shinobi with kekkei genkai were fearful and resentful of the village,
at best, and guilt and old hatreds were slow to die down.

The Touu bloodline was forever diminished. The once-proud clan that had
faithfully and efficiently served its village was no more; the village
was left gathering up tattered shreds and trying to patch them back
together, which all the success of a child trying to repair a torn-up
work of art before their parents got home. Literally dozens of secret
techniques were lost forever.

The Touu of the current generation are few in number, and tend to be
cold, aloof, and perhaps a touch more prideful than is warranted.  If people criticize them for being
arrogant and thinking themselves better or different than everyone
else... well, those criticisms always have an undertone of guilt to
them. It's just as hard for everyone else to wash away that inherited
shame as it is for the Touu to forget the taste of betrayal at the
hands of those they served.

Touu begin with Elemental Aptitudes for Water and Wind. They have an
Elemental Affinity for Hyouton, which includes Suiton and Fuuton.

##### Touu begin with 1 less Unique Point. Because they are flakes.

#### -=[ Abilities ]=-

##### --( Hyouton - Ice Release )--
Touu have the ability to use one of the coveted advanced chakra
natures: ice release, combined the elements of water and wind. Ice
release combined the flexibility of water with the penetrating power of
wind.
You may convert any Suiton or Fuuton technique into a Hyouton
technique, with the following effects:
- +5 Chakra cost.
- Blocking reduces the damage from Hyouton
techniques by only 25%.
- Unless an individual jutsu specifies otherwise,
Hyouton inflicts Piercing wounds. Hyouton's damage for the purpose of
wounding is considered 25% higher, which stacks additively with any
existing increases on converted jutsu (50%+25% = 75%).
- Fuuton converted into Hyouton may not be used
with a fan, and gains a gallons of water requirement equal to half its
chakra cost.
- Any time someone is hit by a Hyouton technique,
they suffer an immobilization penalty due to ice crystalizing on them
and their muscles being numbed. This penalty is -1 for E-rank
techniques, -2 for D-ranks, -3 for C-ranks, -4 for B-ranks, and -5 for
A-ranks. This penalty fades at a rate of 1 per 10 IC.
- Hyouton is weak against Katon, and strong
against Doton and Suiton.
\page
##### --( Suitenhoufukyuu - Water Sky Convergence )--
Often considered the mark of the Touu bloodline, even moreso than their
ability to use ice release ninjutsu. All members of the bloodline, even
ones without ninja training, exhibit from a young age the ability to
mentally control water. They can lift it off the ground, cause it to
float between their hands, and even freeze it with a thought (or,
conversely, liquify ice).

For a child, this is limited to what's nearby, and what they can see;
for a skilled ninja, they can actually sense the presence of
significant bodies of water (this does not include human beings or
large animals).

You may use any water scattered about the battlefield to fuel your
Suiton or Hyouton techniques, as if you'd performed the Water Gathering
Technique. This does not allow you to seize control of someone else's
water or techniques; if it's in a container, or is infused with
someone's chakra, it's off limits.

You may take a Speed X action, with a Chakra cost of 5+2*X, to freeze
or liquify (CHA/30, minimum 1)*X gallons of water on the battlefield.
Ice may not be used in Suiton techniques; it can, however, be used to
perform Hyouton (including Suiton jutsu which you have converted into
Hyouton).

You can perform Suiton (but not Hyouton) jutsu without handseals, by
adding (the base Seal Speed - CHA/10)/2, rounded up, to the action's
base Speed. Normal alterations to Seal Speed (such as from Ninjutsu
Specialist) do not apply to this ability.

```
```
There are even legends of Touu once being able to drop rivers on people.

##### --( Hijutsu: Sensatsu Suishou - Secret Technique: Thousand Flying
Water Needles )--

Water is gathered from the air, and then formed into dozens or hundreds
(but 'thousand' sounds far more impressive) of long, levitating
needles. Those needles are then directed a single target at high
speeds; the needles nearly surround the foe, making evasion especially
difficult.
Note that this is a Suiton technique, and as such can be converted to
Hyouton.
- Type: Suiton Ninjutsu, Rank B
- Chakra: 20
- Damage: Up to (CHA/8)d10
- Range: CHA/3
- Speed: 12
- Seal Speed: 14
- Requires: 2 gallons of water per 1d10
Effects:
This technique's damage is considered 25% higher for the purpose of
inflicting wounds, and it always inflicts Piercing wounds. If it wounds
an enemy, it also applies one wound of the next-lower rank
\page
### HOzuki

Located on the outskirts of Mist village, the Hozuki have been
gradually growing in power as a clan. Serving as the guardians and
peacekeepers (or 'peacekeepers') of the village, the Hozuki have
adapted well to Mist's militarization.

Their clan's unique talents also make them excellently suited for
ambushes and 'enforcement' operations; should things turn against their
favor, the ability to liquify oneself entirely allows them many options
to retreat, regroup, and return with overwhelming enforcements.

Within Kirigakure, everyone knows that the Hozuki can turn into water,
but few outside the clan truly understand that ability's limits.
Murmuring of dissent become a terrifying prospect when one imagines
that every puddle or drain pipe could contain a Hozuki listening in.

Hozuki begin with one rank in Elemental Affinity: Water.

```
```
#### -=[ Abilities ]=-

##### --( Suika no Jutsu - Hydration Technique )--
The Hozuki clan's pride is the ability to liquify their entire entire
body, from bones to organs to hair, turning into living water. Although
they normally maintain a humanoid form, there is nothing preventing
them from turning into a puddle and slipping under a door or escaping
down a drain--though they lose their ability to perceive their
surroundings if they don't keep at least their head intact.
- Type: Suiton Ninjutsu, Rank D
- Chakra: 10
- Speed: Special
Effects:

Liquifying is a Speed 5 Interrupt (which does not require a roll to
succeed), while solidifying is a Speed 0 action. While in water form,
the following effects are applied:
- You take only 25% damage from Suiton, and 50%
from Katon.
- You cannot block Doton or Raiton.
- You take double damage from Raiton, and when
hit, you are automatically affected by a Stun 5.
- You are immune to physical attacks and medical
ninjutsu.
- You are immune to, and do not suffer the
penalties of existing, Wounds.
- You can breath underwater.
- Your Strength damage bonus is set to 0.
- You cannot be grappled (or grapple other
people), and ignore immobilization penalties and effects which work by
restraining or caging you.
- You always have an additional 20 gallons of
water to use with Suiton jutsu, which nobody else may access. If you
figure out why, you get a cookie. This water is never used up, or
considered to be added to the battlefield.
- You cannot be burnt, poisoned, or ignited, and
ignore the effects of those statuses while in liquid form; their
durations still decrease normally (and Ignite automatically ends).

You may not liquify (though you can still solidify) if you are
suffering from a Paralysis effect which was caused by a Raiton jutsu.
If incapacitated while liquified you revert to a semi-solid,
translucent gel-like form. In this state you do not heal at all unless
immersed in water, at which point you begin recovering normally.

\page
##### --( Masakana Namiochiru - Demon Fish Wave Crash )--
Pulling in water from all around you and extending your chakra from
your watery form into it all, you turn a mass of animate water with a
vague outline of yourself at the center. Despite the jutsu's name, the
water constantly tends to change shape and features, but most who see
it can swear they see something demonic formed. This not only offers
protection to the user, but also allows them to come crashing down upon
their enemies as well.
- Type: Suiton Ninjutsu, Rank C
- Chakra: 25
- Upkeep: 6
- Speed: 12
- Requires: Suika no Jutsu active
Effects:

You absorb up to CHA/2 gallons of water into yourself. In this form you
do not take extra damage from Raiton, and are not stunned by it. You
may use the water you've absorbed into yourself in Suiton ninjutsu
without first performing water-gathering. You may not use any regular
taijutsu while in this form, though you get +Gallons/10 to your
physical damage bonus (rather than reducing it to 0, as would be normal
for Suika), and a 'shield' of Gallons*15 HP that takes damage before
your own vitality or HP (You lose the gallons when you lose this HP).
The only Taijutsu you may actually use in this form is as follows:
##### Crashing Tsunami
- Type: Suiton Taijutsu
- Chakra: 20
- Stamina: 20
- Damage: 5d10+50
- Speed: 20
Effects:

You may move up to CHA/2 yards when you use this attack, and you may
collect up to CHA/10 additional gallons into yourself during this
movement, assuming they are present on the battlefield, but not above
your maximum amount.

##### --( Suiton: Gosuiwan no Jutsu - Water Release: Great Water Arm
Technique )--
Putting their hydration technique to practical, but less-extreme use, a
Hozuki can force moisture into a single limb (typically an arm) and
give themselves what amounts to hydraulic muscles. The difficulty of
this technique comes from how essential it is to properly control the
distribution of water throughout the body. Used properly, this gives
superhuman strength.
- Type: Suiton Ninjutsu, Rank B
- Chakra: 20 + 2 * X
- Upkeep: X /2
Effects:

This increases your physical damage bonus by X, but gives you a -2
penalty to Accuracy and d20 rolls due to being put off-balance by your
enlarged limb(s). X has a maximum of CHA/20. This extreme strength is
particularly useful for punching down doors or walls which are
insufficiently reinforced. Notably, this cannot be used when Suika no
Jutsu is active.

\page
### Niou

The Niou clan possesses one of the most coveted techniques in the
shinobi world: invisibility. Despite that, they've avoided becoming
famous. There are very few Niou; rather than trying to generate a
reputation that would have shinobi around the world terrified of their
prowess, they downplay and obfuscate their abilities.

Their 'invisibility' is most frequently dismissed as more Mist ninja
trickery, hiding behind veils of chakra-enhanced fog and ninjutsu. The
Niou are happy to keep things that way, and their village quietly
encourages this subterfuge. Even within Kirigakure, the Niou are few
enough in number to be passed off as just a large extended family, not
an actual ninja clan.

Niou tend to prefer to adopt in to their clan, and many of these
orphans keep their original name, rather than take the clan's. They may
pride themselves on membership, but possessing a different last name
makes it that much harder for another shinobi to connect the dots.

Despite their outward appearance of being largely disconnected, Niou
tend to have a close-knit companionship with each other, a mutual
respect that transcends personal grudges. They are raised to be quietly
but firmly loyal to their clan and village, and to prefer reserved
confidence over boastful ambition.

Niou frequently gather together to brag of their exploits to one
another, simply to avoid doing so to other members of the village, who
may not fully understand their invisibility technique--everybody likes
to brag, after all.

```
```
#### -=[ Abilities ]--
##### --( Genshin no Jutsu - Invisibility Technique )--
The pride of the Niou clan, and their most closely guarded secret: this
wraps the user in a layer of chakra, and projects their surroundings
across their skin. A slight distortion is the only indication that
anything is out of the ordinary, the technique even providing the
illusion of distance.
- Type: Ninjutsu, Rank E
- Chakra: 10
- Upkeep: 6
- Speed: 8

Effects:
You become invisible. While invisible, you may Hide at will, with a +5
bonus; while hidden, you are always considered to be one Stealth
category higher than you actually are.  Those
Espionage rolls also receive a +5 bonus.
Your dodge rolls while invisible receive a similar benefit: you roll
2d20.takeHighest(1) rather than 1d20. This doesn't apply to other
defenses, or against area-of-effect techniques.