~Nature of Contract~
Name of the contract: Sameruizumi Kame (Cool Springs Tortoises)
Nature of the summons: Tortoises
Description: The Cool Springs Tortoises are a community of tortoises who live a usualy calm life in their retreated springs. Because of their laid back nature and unbelligerent attitude, few shinobi are compelled to seek them out as summoning partners. However, this does not mean they do not make powerful allies. Even though their motivation to train is mostly for recreational pruposes, these tortoises still devellop their skills on a daily basis and can be fearsome opponents. Just don't bother them too often...
Origin: The cool springs where these turtles live are on an island very far off the coast of the Water Country. The island being surrounded by cliffs, the only way in is through a small passage at the bottom of the water that leads under the mountains and to the Springs. The Springs themselves are dozens of small warm springs that practically look like a summer resort filled with tortoises. There, you can hear the music from the turtles drum shells, see their water shows or even be a spectator to some of their sparring competitions.
Signature form: The user needs to go the Cool Springs in the cave of the elder and write his name on one of its walls with an ink mixed with a drop of his blood.
Physical requirements: All users must have the water affinity (main or secondary).
Psychological requirements: The tortoises are in no way the belligerent, lust for power aggressive types. They like a positive attitude and people who love to have fun. They do not want to be summoned only to fight!
~Summons~
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~Character Data~

Name: Kuurukame (平亀)
Contract to which it is bound: Cool Springs Tortoises
Element Affinity: Water, Lightning
Gender: Male
Rank: Chuunin
~Appearance~
Height: 4'6'' (From the bottom of his legs to the top of his shell)
Weight: 250 lbs
Physical Description: This four legged turtle is of a cool blue colour to both its scales and shell with orange markings.
Clothing: None
Background: Does water shows for a living in the spring using its water jutsus. Impresses the gallery by pulling out now and then a little lightning show.
Personality: Very mellow and a bit of a showoff.
~Stats~
LV.: 21
Hp: [10 + constitution modifier] x level = 630
Cp: [3 + chakra modifier] x level = 483
MHp: [10 + wisdom modifier] x level = 483
Stat cap: [Level + 30] = 51
Strength:......10 mod = 0
Dexterity:.....10 mod = 0
Constitution:..51 mod = 20
Intelligence:..10 mod = 0
Wisdom:........36 mod = 13
Charisma:......10 mod = 0
Chakra:........51 mod = 20
Dodge: [level + dex mod + wis mod] = 34
Base Attack Bonus: [level] = 21
Attack Melee: [str mod + bab] = 21/16/11/6/1
Attack Ranged: [dex mod + bab] = 21/16/11/6/1
Number of attacks: 5
Base Save Bonus: [level/2 (down)] = 10
Fort: [con mod + bsb] = 30
Rex: [dex mod + bsb] = 10
Will: [wis mod + bsb] = 23
~Skills~
Skill cap: [Level + 30] = 51
Strength modifier: 0
Athletics: 18
Dexterity modifier: 0
Acrobatics: 20
Escape Artist: 20
Stealth: 0
Sleight of Hand: 0
Constitution modifier: 20
Concentration: 0
Intelligence modifier: 0
Alchemy: 0
Chakra Control: 51
Craft: 0
Treat Injury: 0
Wisdom modifier: 13
Awareness: 0
Read Lips: 0
Sense Motive: 0
Survival: 0
Charisma modifier: 0
Diplomacy: 0
Handle Animal: 0
Intimidate: 0
Innuendo: 0
Perform: 0
Seduction: 0
Ninja Skills [Combat] ((No Modifiers)):
Taijutsu: 0
Ninjutsu: 51
Genjutsu: 0
Fuuin Jutsu: 0
Sneak Attack: 0
Puppet Play: 0
Ninja Weapons (Melee): 0
Ninja Weapons (Ranged): 0
~Jutsus~
Ninjutsu-
D-Rank
Suiton: Mizu Kassou (Water Release: Water Gliding)
The technique is an improved version of water walking. The user condenses a thin layer of water under his feet and uses it to propel himself with bursts of speed in any direction and ignore terrain difficulties. Instead of moving his feet, the user moves the water he generates to initiate movement before he even moves a muscle. The technique is usually used on the ground, but can also be used on water for a reduced chrakra cost.
Cp: 2 cp per post on water or in a water field, 8 initial cp + 4 cp per post on land
Dice Rolls: 2 to initiate
Damage: Add chakra mod charging attacks (started from a distance)
Reflex DC: N/A
Requirement: Chakra Control 15, water walking, Ninjutsu 10.
Special: Add your chakra mod to dodge rating and any chasing, racing, or charging roll while this mode is active. Ignore any terrain penalties to these rolls.
Owner: Hoshigaki Hiru
Genjutsu Kai (Genjutsu Release)
The user attempts to break the chakra circulation flow in his body in order to see through a genjutsu. You can also use this technique on someone else.
Cp cost: 10
Dice Rolls: 2 Rolls
Damage: N/A
Requirements: Chakra Control 8, Genjutsu 4
Special: +your chakra mod + 2 per 10 ranks in Chakra Control to Will Save. The effect of this technique is stackable, that is if many ninja use it on one person all their bonuses are added.
B-Rank
Kansei: Mizu no Kyuutai (Trap: Orb of Water)
The victim of watery traps has an unkind fate to come. Water spreads up around the poor soul and they begin to drown. The lucky can break loose, but then they still have to face the caster of the technique.
Cp cost: 45 + 20 per turn
Dice Rolls: 4
Damage: 40 – 80 + chk mod per turn
Reflex DC: 15 + chk mod + 2 per 10 ranks in Ninjutsu
Escape Artist DC: 20 + user’s chakra mod
Requirements: Water Affinity, Chakra Control 30, Ninjutsu 30, Suirou no jutsu.
Special: Can only be used if target is on or underwater. Victim is completely immobilized until she can break free and is considered drowning. Victim must roll a Fortitude check of 5 + 5 per round or otherwise take the full damage from the technique.
Suiton: Suitenhōfutsu (Water Release: Water Sky Convergence)
This technique enables the user to control water and moisture. The air becomes saturated with water bubbles and the combat field becomes a water source for use of water techniques. Allows water-based summons that would normally need water to move around to fight in on land in the area by either trapping the target in the same water or maneuvering the water to allow the summing to chase the target. It is able to extract and utilize groundwater, and is very effective in most areas but rocky areas.
Cp cost: 70
Dice Rolls: 4
Damage: N/A
Reflex DC: N/A
Requirements: Water Affinity, Chakra Control 35, Ninjutsu 30, Chakra 30
Training: 4 stages
Special: Creates a body of water only usable by the user and his summons. Allows water based summons to move on the ground. Techniques that must usually be done underwater can now be done on the ground in the area. Techniques that have special effects if underwater now have these effects on the ground in the combat area.
A-Rank
Suiton: Daibaku no Jutsu (Water Release: Great Explosion Technique)
A technique that creates a massive tidal wave of water in all directions.
Cp cost: 150
Dice Rolls: 5
Damage: 150 – 230 + chk mod
Reflex DC: n/a
Athletics DC: 18 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Water Affinity, Chakra Control 45, Ninjutsu 40, Chakra 36
Special: Cannot be dodged due to the volume of the attack, targets must flee or get caught in the blast. Creates a water source. Also targets any nearby allies.
Suiton: Kaihodan (Water Release: Pressure Cannon)
A strong jet stream of water is blasted out of the user's mouth. If enough power is put into the blast, this technique can cut through rock and metal pipes.
Cp cost: 100
Dice Rolls: 4
Damage: 100 - 140 + 6 x chk mod
Reflex DC: 18 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Water Affinity, Chakra Control 40, Ninjutsu 38
Genjutsu-
Taijutsu-
~Possessions~
Weapons:
Other:
------------------------------------------------------------------------
~Character Data~

Name: Kamesaru (亀猿)
Contract to which it is bound: Cool Spring Tortoises
Element Affinity: Earth, Water
Gender: Male
Rank: Chuunin
~Appearance~
Height: 6'6''
Weight: 325 lbs
Physical Description: A bipedal tortoise covered in scars from its tournament combat hobby. Very muscular. Has brownish scales with blue markings.
Clothing: One elbow and knee pad.
Background: A brawler by nature and interest, when Kamesaru isn't loafing around it's to train his signature Kameken fighting style or to take part in the various physical Cool Spring tournaments.
Personality: By his look, people would think he's aggressive but he's really not. Has a recreational approach to combat and tries to avoid it if not in very specific situations.
~Stats~
LV.: 21
Hp: [10 + constitution modifier] x level = 630
Cp: [3 + chakra modifier] x level = 105
MHp: [10 + wisdom modifier] x level = 273
Stat cap: [Level + 30] = 51
Strength:......18 mod = 4
Dexterity:.....50 mod = 20
Constitution:..50 mod = 20
Intelligence:..10 mod = 0
Wisdom:........16 mod = 3
Charisma:......10 mod = 0
Chakra:........14 mod = 2
Dodge: [level + dex mod + wis mod] = 44
Base Attack Bonus: [level] = 21
Attack Melee: [str mod + bab] = 25/20/15/10/5
Attack Ranged: [dex mod + bab] = 41/36/31/26/21
Number of attacks: 5
Base Save Bonus: [level/2 (down)] = 10
Fort: [con mod + bsb] = 30
Rex: [dex mod + bsb] = 30
Will: [wis mod + bsb] = 13
~Skills~
Skill cap: [Level + 30] = 51
Strength modifier: 4
Athletics: 37
Dexterity modifier: 20
Acrobatics: 15
Escape Artist: 15
Stealth: 0
Sleight of Hand: 0
Constitution modifier: 20
Concentration: 0
Intelligence modifier: 0
Alchemy: 0
Chakra Control: 10
Craft: 0
Treat Injury: 0
Wisdom modifier: 3
Awareness: 35
Read Lips: 0
Sense Motive: 0
Survival: 0
Charisma modifier: 0
Diplomacy: 0
Handle Animal: 0
Intimidate: 0
Innuendo: 0
Perform: 0
Seduction: 0
Ninja Skills [Combat] ((No Modifiers)):
Kameken: 51
Taijutsu: 0
Ninjutsu: 15
Genjutsu: 0
Fuuin Jutsu: 0
Sneak Attack: 0
Puppet Play: 0
Ninja Weapons (Melee): 0
Ninja Weapons (Ranged): 0
~Jutsus~
(One available technique has been voluntarily left out as it will be learned in RP)
Ninjutsu-
D-Rank
Suiton: Mizu Kassou (Water Release: Water Gliding)
The technique is an improved version of water walking. The user condenses a thin layer of water under his feet and uses it to propel himself with bursts of speed in any direction and ignore terrain difficulties. Instead of moving his feet, the user moves the water he generates to initiate movement before he even moves a muscle. The technique is usually used on the ground, but can also be used on water for a reduced chrakra cost.
Cp: 2 cp per post on water or in a water field, 8 initial cp + 4 cp per post on land
Dice Rolls: 2 to initiate
Damage: Add chakra mod charging attacks (started from a distance)
Reflex DC: N/A
Requirement: Chakra Control 15, water walking, Ninjutsu 10.
Special: Add your chakra mod to dodge rating and any chasing, racing, or charging roll while this mode is active. Ignore any terrain penalties to these rolls.
Training: 2 stages
Stage I: Chakra Control DC 25 Propulsion on water.
Stage II: Ninjutsu DC 20 Maintaining propulsion on dry land.
Owner: Hoshigaki Hiru
A-Rank
Taijutsu-
D-Rank
Blocking: Shell
Using a weapon to block an attack from another weapon is an essential skill to the survival of all shinobi. Obviously the techniques for blocking with a kunai are not the same as blocking with a spear. The size categories are Small(kunai and smaller)/Medium(katana and smaller)/Large(Kusarigama and smaller/Huge(15 feet or 25 pounds and smaller).
Cp cost: ---
Dice Rolls: 2 Rolls
Damage: N/A
Requirements: Constitution 18, Kameken 5
Special: Use the formula 1D20 + Kameken against attackers attack score. If the Block is higher all damage from the attack is negated.
B-Rank
Style: Kameken
Signature combat style of the Cool Springs Tortoises. Used only by the bipedal individuals of their clan, this particular combat technique focuses on throwing the user's weight at his opponent to cause damage rather than hitting them in the conventional sense. This fighting style can look somewhat peculiar as the user spends most of his time running at the target to either lunge or drop on him. This has the effect of causing many crushing wounds but also of making it practically impossible to make the target bleed.
Cp cost: ---
Dice Rolls: n/a
Damage: 5 - 20 + con mod + (1 - 2) per 4 levels in Kameken per hit
Requirements: Constitution 35, Dexterity 32.
Special:
*Replace [str mod] in base attack bonus by [dex mod]
*Critical hits do not cause bleeding but have a 20% chance to cause broken bones (10% to an arm and 10% to a leg).
Shobekkou (Rising Shell)
This jump uses the entire body as a spring by amassing power in the back before thrusting upwards. Because the power of the hit from the ground is instantly converted into a blow, the enemy hit with this attack will be launched high into the sky. Can also be used to disarm an enemy of his weapon.
Cp cost: ----
Dice Rolls: 4
Damage: Double Kameken damage. If disarming, damage is only normal kameken damage.
Requirements: Kameken 30, Constitution 22, Dexterity 26
Special:
*If used to disarm: Add value of [dex mod] + [con mod] to regular disarm check.
*If used as a hit, target loses his first attack turn from his next turn to land from the hit and get back to his feet.
*Cannot use twice in a row due to lactic acid buildup.
Gōriki Bekkou Senpū (Strong Shell Whirlwind)
A kameken technique using a combination of speed and weight. The tortoise dashes at its opponent and jumps while initiating a rotation as it retracts all of its limbs into its shell. The speed build up from the lowered wind resistance generates such velocity that not a single person can follow the tortoise's movement, smashing his enemy with overwhelming power.
Cp cost: ----
Dice Rolls: 4
Damage: Four times kameken damage.
Fort DC: 15 + con mod + 2 per 10 points in kameken
Requirements: Taijutsu 35, Constitution 28, Dexterity 22
Special: If target fails Fortitude check, cause disorientation effect for one round, causing a -4 penalty on attack, damage and dodge.
Genjutsu-
~Possessions~
Weapons:
Other:
------------------------------------------------------------------------
~Character Data~

Name: Gakkame (楽亀)
Contract to which it is bound: Cool Springs Tortoises
Element Affinity: Water, Air
Gender: Male
Rank: Chuunin
~Appearance~
Height: 1'0'' (From the bottom of his legs to the top of his shell)
Weight: 10 lbs
Physical Description: Very small turtle with green scales, a red shell and red markings. Of the musical genotype of the Coll Springs Tortoises.
Clothing: None
Background: A musician, plays the classical trotoise tunes byflipping on its back and drumming on its shell and singing. Very catchy!
Personality: Likes crowds. Contrarily to most Tortoises, likes a good battle too, sees bewitching opponents as a challenge proving his musical prowess.
~Stats~
LV.: 21
Hp: [10 + constitution modifier] x level = 168
Cp: [3 + chakra modifier] x level = 483
MHp: [10 + wisdom modifier] x level = 210
Stat cap: [Level + 30] = 51
Strength:......6 mod = -2
Dexterity:.....6 mod = -2
Constitution:..6 mod = -2
Intelligence:..50 mod = 20
Wisdom:........10 mod = 0
Charisma:......40 mod = 15
Chakra:........50 mod = 20
Dodge: [level + dex mod + wis mod] = 19
Base Attack Bonus: [level] = 21
Attack Melee: [str mod + bab] = 19/14/9/4/0
Attack Ranged: [dex mod + bab] = 19/14/9/4/0
Number of attacks: 5
Base Save Bonus: [level/2 (down)] = 10
Fort: [con mod + bsb] = 8
Rex: [dex mod + bsb] = 8
Will: [wis mod + bsb] = 10
~Skills~
Skill cap: [Level + 30] = 51
Strength modifier: -2
Athletics: 0
Dexterity modifier: -2
Acrobatics: 0
Escape Artist: 0
Stealth: 0
Sleight of Hand: 0
Constitution modifier: -2
Concentration: 0
Intelligence modifier: 20
Alchemy: 0
Chakra Control: 51
Craft: 0
Treat Injury: 0
Wisdom modifier: 0
Awareness: 35
Read Lips: 0
Sense Motive: 0
Survival: 0
Charisma modifier: 15
Diplomacy: 0
Handle Animal: 0
Intimidate: 0
Innuendo: 0
Perform: 51
Seduction: 0
Ninja Skills [Combat] ((No Modifiers)):
Taijutsu: 0
Ninjutsu: 0
Genjutsu: 51
Fuuin Jutsu: 0
Sneak Attack: 0
Puppet Play: 0
Ninja Weapons (Melee): 0
Ninja Weapons (Ranged): 0
~Jutsus~
(One available technique has been voluntarily left out as it will be learned in RP)
Ninjutsu-
D-Rank
Suiton: Mizu Kassou (Water Release: Water Gliding)
The technique is an improved version of water walking. The user condenses a thin layer of water under his feet and uses it to propel himself with bursts of speed in any direction and ignore terrain difficulties. Instead of moving his feet, the user moves the water he generates to initiate movement before he even moves a muscle. The technique is usually used on the ground, but can also be used on water for a reduced chrakra cost.
Cp: 2 cp per post on water or in a water field, 8 initial cp + 4 cp per post on land
Dice Rolls: 2 to initiate
Damage: Add chakra mod charging attacks (started from a distance)
Reflex DC: N/A
Requirement: Chakra Control 15, water walking, Ninjutsu 10.
Special: Add your chakra mod to dodge rating and any chasing, racing, or charging roll while this mode is active. Ignore any terrain penalties to these rolls.
Training: 2 stages
Stage I: Chakra Control DC 25 Propulsion on water.
Stage II: Ninjutsu DC 20 Maintaining propulsion on dry land.
Owner: Hoshigaki Hiru
Genjutsu-
B-Rank
Bekkouchou: Koukaku Senkin (Shell Melody: Carapace Great Weight)
A rythm that brings to mind the war drums of ancient times. With this jutsu, the user can make themselves disappear so that they can approach their opponent unnoticed. Once near the desired target, a carapace will grow from the user's torso and around his arms and legs, binding them so that they are unable to even move or use hand seals. Once the opponent believes that they are captured, the user can then reappear from above the shell and attack.
Cp cost: 60
Dice Rolls: 4
Damage: 100 - 150 + int mod
Will Save DC: 15 + int mod + 2 per 10 ranks in Genjutsu
Requirements: Genjutsu 33, Chakra Control 35
Special: Captured opponents are considered Helpless.
A-Rank
Bekkouchou: Taiko Komoriuta (Shell Melody: Drum Lullaby)
A soft slow rythm accompanied by a delicate song in turtle language. This jutsu causes everyone within a specific area to fall into a deep sleep. From the target's point of view, it seems as if feathers are falling from the sky, which serves as a distraction to allow the jutsu to take effect. The downside, however, is that any experienced ninja have more than enough time to dispel it.
Cp cost: 140
Dice Rolls: 5
Damage: N/A
Will Save DC: 18 + int mod + 2 per 10 ranks in Genjutsu
Requirements: Genjutsu 42, Chakra Control 45
Note: Victims can only be woken by breaking the genjutsu.
Bekkouchou: Hakkyou Ichijun (Shell Melody: Beat of Insanity)
A modern, irregular, and irritating beat with a discording voice support. A genjutsu that works directly on the mind. Instead of working on a single sense, the genjutsu uses the chakra to alter the brain's commands and sends all 5 senses into hyperdrive. The sense of smell is increased to well beyond even what a dog can have, the sense of sight becomes extremely sensitive to light, the sense of hearing exceeds even that of a dog or bat, the sense of touch is accelerated to and attached to nothing but the pain center of the brain and heightened beyond any known limit and the sense of taste is heightened as well. This all occurs far too fast for one not accustomed to these things to utilise. Due to the extra electricity being produced by the brain while under this genjutsu, the brain will eventually reach a state where it tries to protect itself and resets itself, instantly breaking the genjutsu. So this is only good for one turn but it goes a long way to give you a good free shot.
Cp Cost: 130
Dice Rolls: 5
Damage: 180 - 300 + int mod
Will Save DC: 18 + int mod + 2 per 10 ranks in Genjutsu
Requirements: Genjutsu 48, Chakra Control 50
Special: -15 to all checks with the penalty decreasing by 1 per subsequent round. So -15 on the first round, -14 on the second round and so on
Shi no Kumi no Jutsu (Death Foreseeing Technique)
This jutsu is much like Kanashibari no Jutsu (Temporary Paralysis Technique), but paralyzes the foe by showing them a vision of their own gruesome death. In addition to the paralysis, the enemy is overwhelmed with fear, and will no doubt suffer severe mental stress.
Cp cost: 120
Dice Rolls: 6
Damage: 200 - 300 + int mod
Will Save DC: 18 + int mod + 2 per 10 ranks in Genjutsu
Requirements: Genjutsu 44, Chakra Control 47
Training: 5 stages
Stage I: Intelligence DC 28 {d20 + int mod}
Stage II: Chakra Control DC 57
Stage III: Genjutsu DC 54
Stage IV: Chakra Control DC 60
Stage V: Genjutsu DC 56
Special: If Genjutsu DC is more than 10 points over Will Save check, target is put in a state of Panic.
Taijutsu-
~Possessions~
Weapons:
Other:
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~Nature of Contract~
Name of the contract: Akaikawa Hiru (The Red River Leeches)
Nature of the summons: Leeches
Description: These leeches are not fighters by any means. Used to treat injuries and poisons by the Hoshigaki for decades, no one had ever thought that contact with such strong chakra sources would warp this species to have collective consciousness and chakra.
Origin: The Red River is the river that flows through the Hoshigaki compound. It takes its name from its blood red colour which it maintains due to the numerous executions and bloody battles that occur near its banks. Filled with all sorts of predatorial life, this river is so constantly filled with blood that the leeches that settled there very quickly came to a point where they could feed without even having to attach to a living host. As the years passed, they learned to channel the chakra from the rich Hoshigaki blood to devellop advanced functions. The first to manifest was the generation of electric currents that quickly became a form of speech pattern for the organisms. Soon, this speech turned to a full collective consciousness that could reason and act beyond their original mere basic instincts. After a while, the leeches came to wish they could grow out of their restricted river environment and explore the world. This is when they decided to search for hosts with whom they could come to mutually beneficial arrangements.
Signature form: The Mother Leech, the center of their collective consciousness, a 2 feet long disgusting leech with a mouth that is nearly 15 cm in diameter, sucks the blood from the user and keeps it in herself. The blood needs to be as rich and pure as possible and is therefore taken straight from the heart. People who have taken part in this contract therefore all have the same distinctive scar on their chest from the sharp teethed circular mouth of the Mother Leech.
Physical requirements: All users must have the water affinity (main or secondary), know the Chakra Kyuin technique, and have high chakra levels.
Psychological requirements: The leeches do not have very specific requirements for people who can sign their contracts. They like shinobi who are close to the action and can often get them material to feed, so genjutsu and long range specialist or tacticians will most likely be declined.
~Summons~
None so far
~Abilities and Jutsus~
D-Rank
Kuchiyose: Dokuhiru (Summoning: Poison Leech)
User summons a fresh water tiger leech that he places on an open wound through which poison has entered a body. The leech sucks out large quantities of blood but also any poison that might have entered the wound.
Summoning Contract: Akaikawa Hiru (The Red River Leeches)
Rank: D
Dice Rolls: 2
Cp Cost: 25
Damage: (15 - 20)
Requirements: Treat Injury 5.
Training: 2 stages
Stage I: Treat Injury DC 15, Applying the leech at the right position.
Stage II: Treat Injury DC 17, Checking life signs to know when the poison has passed so that no blood is uselessly pulled from the target.
Special: Remove poison effects. If in combat, must be applied at most 10 turns after the poison was injected. If not in combat, at most one hour after. Does not work against airborne poisons.
C-Rank
Hiruken (Leech Fist)
A special fighting style inspired from the leech's nature in which the user is in a constant state of chakra absorption. Every single one of his attacks is aimed at major chakra centers of his opponent's body as much to drain chakra as to inflict damage. Therefore, this technique requires far greater precision than regular melee or armed combat and the impact is lessened in favor of longer contact with the victim. Given the fact that every absorption is so brief and accompanied with physical pain, the victim cannot summon his will to combat the drain.
Summoning Contract: Ketsukawa Hiru Akaikawa Hiru (The Red River Leeches)
Rank: C
Dice Rolls: n/a
Cp Cost: n/a
Damage: Reduce melee damage by 20%.
Requirements: Chakra Kyuin Jutsu, Ninja Weapons (melee) or Taijutsu 20, Concentration 15.
Training: 3 stages
Stage I: Weapons or Taijutsu DC 30, Aiming at major life spots in combat.
Stage II: Chakra Control DC 38, Draining as much chakra as possible during brief contacts.
Stage III: Concentration DC 25, Maintaining chakra vacuum during combat.
Special: All melee attacks drain (1 - [chk mod]) cp from target.
Kuchiyose: Hiru Bunshin no Jutsu (Summoning: Leech Clone Technique)
The user summons hundreds of leeches that pile up on each other and mold into a bunshin. These clones can only use jutsus inherent to this summoning contract and fight using Hiruken. The Hiru bunshin's specialty is grappling his opponent and using the hundreds of leech sucker that cover his body to drain blood and chakra from the enemy.
Summoning Contract: Akaikawa Hiru (The Red River Leeches)
Rank: C
Dice Rolls: 3
Cp cost: 15 per clone
Damage: Physical damage caused by clones is cut by half.
Reflex DC: n/a
Requirements: Hiruken, Chakra control 20, Ninjutsu 18
Training: 3 stages
Stage 1: Ninjutsu DC: 28, Making a solid clone from water.
Stage 2: Chakra Control DC: 30, Animating the water clone.
Stage 3: Ninjutsu + Chakra Control DC: 51, Fighting maneuvers with the clone while making him mimic your combat style.
Special:
*Mizu Bunshin can only perform leech kuchiyose techniques. However, they do so at a 20% reduced chakra cost.
*Clones DC to maintain grapple increased by 20% since the suckers adhere to the target's entire body.
*Grappling by these clones drains (1 - [chk mod x 3]) Hp and chakra per turn.
*HP: 20 + 2 per 10 in Chakra Control + 2 per 10 in Ninjutsu Skill + 5 per 10 CP over base CP
To See Through Clones: d20 + 1/2 the user's int mod + half the user's chk mod vs. d20 + opponent's int. mod. Opponent will target the real ninja among the clones.
B-Rank
Kuchiyose: Kyuuban Ube (Summoning: Sucker Arms)
The user summons leech suckers to the surface of his skin to cover almost the entire surface of his hands and arms. These leech mouth constantly suck in chakra and, if they come in contact with an enemy, their blood.
Summoning Contract: Akaikawa Hiru (The Red River Leeches)
Rank: B
Dice Rolls: 4
Cp Cost: 75 Cp to activate +10 Cp per post to maintain
Damage: n/a
Reflex DC: n/a
Fortitude DC: 16 + chk mod + 2 per 10 points in Ninjutsu.
Requirements: Chakra Kyuin Jutsu,
Training: 3 stages
Stage I: Weapons or Taijutsu DC 30, Aiming at major life spots in combat.
Stage II: Chakra Control DC 38, Draining as much chakra as possible during brief contacts.
Stage III: Concentration DC 25, Maintaining chakra vacuum during combat.
Special:
*While this mode is active, multiply the effect of all chakra draining techniques by 2.
*Add 20% to rolls to maintain grapple.
*Every turn he is grappled or immobilized and in direct contact with the user, victim rolls a Fortitude check. If he fails, user drains [chk mod] to [chk x 2] health points from the victim. This health is added to user's Hp.