For what you will see under, even though some techniques have had their names changed to be more turtle like they are the same as already existing techniques. The only one that is new is the "Kameken" style for Kamesaru. Of course, all of the other taijutsu techniques have had their "strength" requirements changed to constitution requirements because of the nature of the fighting style.
----------------------------------------------------------------------------------------------------------------------------------
~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~
------------------------------------------------------------------------
~Character Data~

Name: Kuurukame (平亀)
Contract to which it is bound: Cool Springs Tortoises
Element Affinity: Water, Fire
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 fire 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: 18
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-
E-Rank :
Bunshin no Jutsu (Clone Technique)
This is a basic technique taught to ninja at an academy. Bunshin no Jutsu creates one or more clones of the user, which can be used as a means to create a diversion, distraction, or cause confusion. These illusory clones will simply disappear if come into contact, and cannot do anything to damage the opponent.
Cp cost: 1 pt. per clone.
Dice Rolls: 1 Roll
Damage: N/A
Requirements: Learn in the academy.
Training: 1 stage
Stage I: Chakra Control DC 10 Use your chakra to create a model of yourself. Pay special attention to details so that your clone and yourself will be hard to distinguish apart.
Special: Can create 1 per 5 ranks in Chakra Control. The user numbers each of their clones individually. The attacker does a random number check to see what they hit.
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.
Henge no Jutsu (Transformation Technique)
The user utilizes the sheep hand seal or the tiger hand seal and concentrates their chakra to assume the appearance of another person, an animal, or even any object. This is one of the required basic jutsu taught at the Ninja Academy.
Cp cost: 2 +1 per post
Dice Rolls: 1 Roll
Damage: N/A
Requirements: Learn in the Academy.
Training: 1 stage.
Stage I: Chakra Control DC 10 Gather your chakra and cover yourself with a thin layer of it. Mold the layer of chakra to assume the appearance of anything you choose.
Special: +intelligence modifier to disguise (Craft) checks.
Kakuremino no Jutsu (Cloak of Invisibility Technique)
This technique is where one uses a cloak or a piece of cloth to make oneself blend in with the background, making oneself appear invisible.
Cp cost: 1
Dice Rolls: 1 Roll
Damage: N/A
Requirements: Learn in the academy.
Training: 1 stage.
Stage I: Stealth DC 10. Learn to hide and effectively use camouflage, utilising your chakra to enhance the effect.
Special: +2 to your Stealth check when hiding.
Kawarimi no Jutsu (Replacement Technique)
This is a technique that usually confuses the attacker. The user quickly projects themselves with another nearby object such as a plant (normally a section of a log), an animal, or even another person within reach, leaving the opponent open to a counter-attack.
Cp cost: 4
Dice Rolls: n/a
Damage: n/a
Requirements: Learn in the academy. Chakra Control 3
Training: 1 stage
Stage I: Chakra Control DC 15 Your sensei will attack you but leave an opening. Use the opening to conceal yourself, quickly replacing yourself with a nearby object. Then you can counterattack!
Special: This attack is considered as having been used during your opponent's turn. (It does not use up your attacks for your turn). Can only be used if all of the opponent's attacks have missed. Allows user to go into hiding. If user wishes to flee, he gets an extra initial roll. If he wishes to attack, his next attack is considered a Sneak Attack.
Nawanuke no Jutsu (Rope Escape Technique)
A basic technique taught at the Ninja academy. When a ninja is tied with rope, he can undo the knots and escape using this jutsu.
Cp cost: 1
Dice Rolls: n/a
Damage: N/A
Requirements: Learn in the Academy.
Training: 1 stage
Stage I: Escape Artist DC 10. Get a friend or your sensei to bind your hands together with rope. Using chakra to enhance your movements, practise wriggling out of it.
Special: +2 to your Escape Artist roll when escaping from rope.
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
Suirō no Jutsu (Water Prison Technique)
A move used to trap the victim inside a virtually inescapable prison of water. The only downside to this technique is that the user must keep one arm inside the water sphere at all times in order for the victim to remain imprisoned.
Cp cost: 20 + 10 per turn held
Dice Rolls: 3
Damage: n/a
Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Escape Artist DC: 20 + user’s chakra mod + 2 per 10 ranks in Ninjutsu.
Requirements: Water Affinity, Chakra Control 26, Ninjutsu 20
Training: 3 stages
Stage I: Chakra Control DC 36 Forming a water sphere.
Stage II: Ninjutsu DC 30 Maintaining an object inside the sphere.
Stage III: Chakra Control + Ninjutsu DC 56 Preventing the trapped object from escaping.
Special: If victim is underwater, increase Reflex DC to dodge by 25%. Victim is completely immobilized until he/she can break free.
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: 450 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: 40
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: 51
Ninjutsu: 10
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-
E-Rank :
Bunshin no Jutsu (Clone Technique)
This is a basic technique taught to ninja at an academy. Bunshin no Jutsu creates one or more clones of the user, which can be used as a means to create a diversion, distraction, or cause confusion. These illusory clones will simply disappear if come into contact, and cannot do anything to damage the opponent.
Cp cost: 1 pt. per clone.
Dice Rolls: 1 Roll
Damage: N/A
Requirements: Learn in the academy.
Training: 1 stage
Stage I: Chakra Control DC 10 Use your chakra to create a model of yourself. Pay special attention to details so that your clone and yourself will be hard to distinguish apart.
Special: Can create 1 per 5 ranks in Chakra Control. The user numbers each of their clones individually. The attacker does a random number check to see what they hit.
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.
Henge no Jutsu (Transformation Technique)
The user utilizes the sheep hand seal or the tiger hand seal and concentrates their chakra to assume the appearance of another person, an animal, or even any object. This is one of the required basic jutsu taught at the Ninja Academy.
Cp cost: 2 +1 per post
Dice Rolls: 1 Roll
Damage: N/A
Requirements: Learn in the Academy.
Training: 1 stage.
Stage I: Chakra Control DC 10 Gather your chakra and cover yourself with a thin layer of it. Mold the layer of chakra to assume the appearance of anything you choose.
Special: +intelligence modifier to disguise (Craft) checks.
Kakuremino no Jutsu (Cloak of Invisibility Technique)
This technique is where one uses a cloak or a piece of cloth to make oneself blend in with the background, making oneself appear invisible.
Cp cost: 1
Dice Rolls: 1 Roll
Damage: N/A
Requirements: Learn in the academy.
Training: 1 stage.
Stage I: Stealth DC 10. Learn to hide and effectively use camouflage, utilising your chakra to enhance the effect.
Special: +2 to your Stealth check when hiding.
Kawarimi no Jutsu (Replacement Technique)
This is a technique that usually confuses the attacker. The user quickly projects themselves with another nearby object such as a plant (normally a section of a log), an animal, or even another person within reach, leaving the opponent open to a counter-attack.
Cp cost: 4
Dice Rolls: n/a
Damage: n/a
Requirements: Learn in the academy. Chakra Control 3
Training: 1 stage
Stage I: Chakra Control DC 15 Your sensei will attack you but leave an opening. Use the opening to conceal yourself, quickly replacing yourself with a nearby object. Then you can counterattack!
Special: This attack is considered as having been used during your opponent's turn. (It does not use up your attacks for your turn). Can only be used if all of the opponent's attacks have missed. Allows user to go into hiding. If user wishes to flee, he gets an extra initial roll. If he wishes to attack, his next attack is considered a Sneak Attack.
Nawanuke no Jutsu (Rope Escape Technique)
A basic technique taught at the Ninja academy. When a ninja is tied with rope, he can undo the knots and escape using this jutsu.
Cp cost: 1
Dice Rolls: n/a
Damage: N/A
Requirements: Learn in the Academy.
Training: 1 stage
Stage I: Escape Artist DC 10. Get a friend or your sensei to bind your hands together with rope. Using chakra to enhance your movements, practise wriggling out of it.
Special: +2 to your Escape Artist roll when escaping from rope.
A-Rank
Konbi Henge (Combination Transformation)
An advanced form of Henge no Jutsu (Transformation Technique), Konbi Henge is where both the users are transformed into one being.
Users: Kamesaru and Hoshigaki Hiru
Cp cost: 60 (Divided anyway around between the users)
Dice Rolls: 4 Rolls
Damage: n/a
Reflex DC: n/a
Requirements: Henge no jutsu, both subjects most be willing to perform the jutsu, (Added Together) Chakra Control 50, (Added Together) Ninjutsu 48
Training days: 4 stages (together)
Stage I: Chakra Control DC 60 Study each other and brainstorm manually on a midway point between the two of you.
Stage II: Chakra Control DC 65 Transform into two halves of a whole that fit together. {eg. two halves of a heart, etc.} Use chakra to smooth the gaps and join the both of you.
Stage III: Ninjutsu DC 58 Merge both consciousness into one to allow normal movement and body control of.
Stage IV: Ninjutsu DC 60 Combine the previously learned elements.
Special: Two users combine into one being. Add both user's Cp and Hp. The new combined user has the dominant stats and skills of each of the users (use strongest stats and skills of both users). Combined user has the highest base attack bonus and base save bonus of both users. Combined user can use techniques and abilities of both users.
Note: This technique must be relearned every time a user wants to be able to use it with a different person. A character sheet must be made for the combined user before any battle in which they would want to use this technique.
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, Taijutsu 5
Special: Use the formula 1D20 + Taijutsu 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 Taijutsu 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 Taijutsu damage. If disarming, damage is only normal taijutsu damage.
Requirements: Taijutsu 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 taijutsu damage.
Fort DC: 15 + con mod + 2 per 10 points in taijutsu
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. Too small to be in battle on its own, it must be carried by the user and protected or it could otherwise very easily get injured.
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: 15
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: 10
Genjutsu: 51
Fuuin Jutsu: 0
Sneak Attack: 0
Puppet Play: 0
Ninja Weapons (Melee): 0
Ninja Weapons (Ranged): 0
~Jutsus~
Ninjutsu-
E-Rank :
Bunshin no Jutsu (Clone Technique)
This is a basic technique taught to ninja at an academy. Bunshin no Jutsu creates one or more clones of the user, which can be used as a means to create a diversion, distraction, or cause confusion. These illusory clones will simply disappear if come into contact, and cannot do anything to damage the opponent.
Cp cost: 1 pt. per clone.
Dice Rolls: 1 Roll
Damage: N/A
Requirements: Learn in the academy.
Training: 1 stage
Stage I: Chakra Control DC 10 Use your chakra to create a model of yourself. Pay special attention to details so that your clone and yourself will be hard to distinguish apart.
Special: Can create 1 per 5 ranks in Chakra Control. The user numbers each of their clones individually. The attacker does a random number check to see what they hit.
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.
Henge no Jutsu (Transformation Technique)
The user utilizes the sheep hand seal or the tiger hand seal and concentrates their chakra to assume the appearance of another person, an animal, or even any object. This is one of the required basic jutsu taught at the Ninja Academy.
Cp cost: 2 +1 per post
Dice Rolls: 1 Roll
Damage: N/A
Requirements: Learn in the Academy.
Training: 1 stage.
Stage I: Chakra Control DC 10 Gather your chakra and cover yourself with a thin layer of it. Mold the layer of chakra to assume the appearance of anything you choose.
Special: +intelligence modifier to disguise (Craft) checks.
Kakuremino no Jutsu (Cloak of Invisibility Technique)
This technique is where one uses a cloak or a piece of cloth to make oneself blend in with the background, making oneself appear invisible.
Cp cost: 1
Dice Rolls: 1 Roll
Damage: N/A
Requirements: Learn in the academy.
Training: 1 stage.
Stage I: Stealth DC 10. Learn to hide and effectively use camouflage, utilising your chakra to enhance the effect.
Special: +2 to your Stealth check when hiding.
Kawarimi no Jutsu (Replacement Technique)
This is a technique that usually confuses the attacker. The user quickly projects themselves with another nearby object such as a plant (normally a section of a log), an animal, or even another person within reach, leaving the opponent open to a counter-attack.
Cp cost: 4
Dice Rolls: n/a
Damage: n/a
Requirements: Learn in the academy. Chakra Control 3
Training: 1 stage
Stage I: Chakra Control DC 15 Your sensei will attack you but leave an opening. Use the opening to conceal yourself, quickly replacing yourself with a nearby object. Then you can counterattack!
Special: This attack is considered as having been used during your opponent's turn. (It does not use up your attacks for your turn). Can only be used if all of the opponent's attacks have missed. Allows user to go into hiding. If user wishes to flee, he gets an extra initial roll. If he wishes to attack, his next attack is considered a Sneak Attack.
Nawanuke no Jutsu (Rope Escape Technique)
A basic technique taught at the Ninja academy. When a ninja is tied with rope, he can undo the knots and escape using this jutsu.
Cp cost: 1
Dice Rolls: n/a
Damage: N/A
Requirements: Learn in the Academy.
Training: 1 stage
Stage I: Escape Artist DC 10. Get a friend or your sensei to bind your hands together with rope. Using chakra to enhance your movements, practise wriggling out of it.
Special: +2 to your Escape Artist roll when escaping from rope.
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.
Magen: Niju Kokoni Arazu no Jutsu (Demonic Illusion: Double False Surroundings Technique)
A second atmospheric layer of Genjutsu is placed among the first illusion performed at firsthand.
Cp cost: 60 + 10 per turn
Dice Rolls: 4
Damage: N/A
Will Save DC: 15 + int mod + 2 per 10 ranks in Genjutsu
Requirements: Genjutsu 34, Chakra Control 36
Training: 4 stages
Stage I: Awareness DC 30
Stage II: Chakra Control DC 46
Stage III: Chakra Control DC 48
Stage IV: Genjutsu DC 44
Special: This layer must be broken before the first genjutsu layer can be broken. Depending on the effect it may give extra bonuses to Will DCs or other checks (consult Crew).
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:
------------------------------------------------------------------------
~Character Data~

Name: Kamesori (亀刀)
Contract to which it is bound: Cool Spring Tortoises
Element Affinity: Lightning
Gender: Male
Rank: Chuunin
~Appearance~
Height: 5'7''
Weight: 220 lbs
Physical Description: A crimson bipedal tortoise of relatively small stature with gold circular makings to his skin and shell.
Clothing: None
Background: The one who gets the dirty jobs done for the Cool Springs Tortoises. Selected by the elders and trained for his abilities in espionage and stealth based combat, he knows that in order to maintain the happy go lucky ways of his fellow kame some threats must be contained and prevented before they become problematic. Will take assignments most other tortoises will refuse.
Personality: Even though his function amongst the tortoises might be more violent and serious, he remains nevertheless a guy who enjoys lying back and laughing it off in his down time. His ideal day is a Kameken combat tournament in the afternoon and a shell melody concert in the evening with a cold beverage.
~Stats~
LV.: 22
Hp: [10 + constitution modifier] x level = 396
Cp: [3 + chakra modifier] x level = 242
MHp: [10 + wisdom modifier] x level = 396
Stat cap: [Level + 30] = 52
Strength:......34 mod = 12
Dexterity:.....40 mod = 15
Constitution:..26 mod = 8
Intelligence:..10 mod = 0
Wisdom:........28 mod = 9
Charisma:......10 mod = 0
Chakra:........26 mod = 8
Dodge: [level + dex mod + wis mod] = 45
Base Attack Bonus: [level] = 22
Attack Melee: [str mod + bab] = 34/29/24/19/14
Attack Ranged: [dex mod + bab] = 37/32/27/22/17
Number of attacks: 5
Base Save Bonus: [level/2 (down)] = 11
Fort: [con mod + bsb] = 19
Rex: [dex mod + bsb] = 32
Will: [wis mod + bsb] = 20
~Skills~
Skill cap: [Level + 30] = 52
Strength modifier: 12
Athletics: 10
Dexterity modifier: 15
Acrobatics: 0
Escape Artist: 0
Stealth: 30
Sleight of Hand: 0
Constitution modifier: 8
Concentration: 0
Intelligence modifier: 0
Alchemy: 0
Chakra Control: 30
Craft: 0
Treat Injury: 0
Wisdom modifier: 9
Awareness: 10
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: 30
Genjutsu: 0
Fuuin Jutsu: 0
Sneak Attack: 40
Puppet Play: 0
Ninja Weapons (Katana): 42
Ninja Weapons (Ranged): 0
~Jutsus~
Ninjutsu-
E-Rank :
Bunshin no Jutsu (Clone Technique)
This is a basic technique taught to ninja at an academy. Bunshin no Jutsu creates one or more clones of the user, which can be used as a means to create a diversion, distraction, or cause confusion. These illusory clones will simply disappear if come into contact, and cannot do anything to damage the opponent.
Cp cost: 1 pt. per clone.
Dice Rolls: 1 Roll
Damage: N/A
Requirements: Learn in the academy.
Training: 1 stage
Stage I: Chakra Control DC 10 Use your chakra to create a model of yourself. Pay special attention to details so that your clone and yourself will be hard to distinguish apart.
Special: Can create 1 per 5 ranks in Chakra Control. The user numbers each of their clones individually. The attacker does a random number check to see what they hit.
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.
Henge no Jutsu (Transformation Technique)
The user utilizes the sheep hand seal or the tiger hand seal and concentrates their chakra to assume the appearance of another person, an animal, or even any object. This is one of the required basic jutsu taught at the Ninja Academy.
Cp cost: 2 +1 per post
Dice Rolls: 1 Roll
Damage: N/A
Requirements: Learn in the Academy.
Training: 1 stage.
Stage I: Chakra Control DC 10 Gather your chakra and cover yourself with a thin layer of it. Mold the layer of chakra to assume the appearance of anything you choose.
Special: +intelligence modifier to disguise (Craft) checks.
Kakuremino no Jutsu (Cloak of Invisibility Technique)
This technique is where one uses a cloak or a piece of cloth to make oneself blend in with the background, making oneself appear invisible.
Cp cost: 1
Dice Rolls: 1 Roll
Damage: N/A
Requirements: Learn in the academy.
Training: 1 stage.
Stage I: Stealth DC 10. Learn to hide and effectively use camouflage, utilising your chakra to enhance the effect.
Special: +2 to your Stealth check when hiding.
Kawarimi no Jutsu (Replacement Technique)
This is a technique that usually confuses the attacker. The user quickly projects themselves with another nearby object such as a plant (normally a section of a log), an animal, or even another person within reach, leaving the opponent open to a counter-attack.
Cp cost: 4
Dice Rolls: n/a
Damage: n/a
Requirements: Learn in the academy. Chakra Control 3
Training: 1 stage
Stage I: Chakra Control DC 15 Your sensei will attack you but leave an opening. Use the opening to conceal yourself, quickly replacing yourself with a nearby object. Then you can counterattack!
Special: This attack is considered as having been used during your opponent's turn. (It does not use up your attacks for your turn). Can only be used if all of the opponent's attacks have missed. Allows user to go into hiding. If user wishes to flee, he gets an extra initial roll. If he wishes to attack, his next attack is considered a Sneak Attack.
Nawanuke no Jutsu (Rope Escape Technique)
A basic technique taught at the Ninja academy. When a ninja is tied with rope, he can undo the knots and escape using this jutsu.
Cp cost: 1
Dice Rolls: n/a
Damage: N/A
Requirements: Learn in the Academy.
Training: 1 stage
Stage I: Escape Artist DC 10. Get a friend or your sensei to bind your hands together with rope. Using chakra to enhance your movements, practise wriggling out of it.
Special: +2 to your Escape Artist roll when escaping from rope.
D-Rank
Raiton: Raidendou (Lightning Release: Lightning Conduction)
The user channels his lightning chakra through his weapon for added damage. Only weapons made with Kumo steel can conduct lightning chakra.
Cp cost: 15 cp to activate + 5 cp per turn.
Dice Rolls: 2 (to activate)
Damage: See Special.
Reflex DC: N/A
Requirements: Lightning Affinity, Chakra Control 10, Ninjutsu 6
Training: 2 stages
Stage I: Ninja Weapons DC 12 Weapon familiarisation.
Stage II: Chakra Control DC 22 Practise conducting the chakra through the weapon. The weapon should be like an extension of your own hand.
Special: Add [chk mod] to damage. Melee weapons only.
Shunshin no Jutsu (Body Flicker Technique)
A high-speed movement technique. It is described as 'appearing with the wind and disappearing like the wind.' Using chakra to activate the body, the user is able to move from one point to another with extreme speeds. This super-fast movement is almost impossible to see with the naked eye. To a normal person, it would seem as if the user has teleported.
Cp cost: 15 or 1 per ft
Dice Rolls: 2 Rolls
Damage: N/A
Requirements: Dexterity 20, Chakra Control 10, Ninjutsu 8
Training: 2 stages
Stage I: Dexterity DC 15 {d20 + dex mod} First of all, a ninja much be able to run fast. Get your speed up to scratch rookie!
Stage II: Chakra Control DC 20 Now practice fielding your chakra towards your leg muscles to enhance their power. If done right, you should move at an accelerated pace with minimal side effects.
Special: When rolling initiation checks or racing, or anything that involves speed, add chk mod to the dice roll. Does not nullify Stealth checks.
C-Rank
Kanashibari no Jutsu (Temporary Paralysis Technique)
A Ninjutsu technique where the ninja stares down their opponent, causing them to become completely frozen in their tracks. Perfect for escaping a dire situation, or for stalling a target in an assassination, or for creating an opening for a more dangerous attack. The ANBU members are known especially for this technique.
Cp cost: 40
Dice Rolls: 3 Rolls
Damage: N/A
Reflex DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Will Save DC: 12 + chk mod + 2 per 10 ranks in Intimidation
Requirements: Chakra 25, Chakra Control 20, Ninjutsu 16
Training: 3 stages
Stage I: Intimidate DC 20 Make yourself as assertive and frightening as possible.
Stage II: Ninjutsu DC 28 Use chakra to enhance the effect, eg. by creating a chakra aura around you.
Stage III: Chakra DC 20 {d20 + chk mod} Combine the previously learned elements.
Special: Opponent is rendered completely immobile for one turn. This technique is broken upon impact.
Raiton: Hiraishin (Lightning Release: Electric Needle Spark)
After coming into physical contact with the opponent, the user raises their arm into the air, generating a powerful bolt of electricity which will travel through their body into the body of the opponent.
Cp Cost: 80 Cp
Dice Rolls: 3
Damage: 65 – 80 + chk mod + 2 per 10 ranks in Ninjutsu
Reflex DC: n/a
Fortitude DC: 12 + chk mod + 2 per 10 ranks in Ninjutsu
Requirements: Lightning Affinity, Chakra Control 20, Ninjutsu 25, Chakra 26
Training: 3 stages
Stage I: Chakra Control DC 30 Wrapping a limb with electric chakra.
Stage II: Chakra DC 18 {d20 + chk mod} Forcing your electric chakra inside the target.
Stage III: Ninjutsu DC 35 Not electrocuting yourself with your own jutsu despite contact.
Special: Used after a succesful melee or weapon attack or during a grapple. There is no reflex save for this technique, it is an auto-hit through direct contact. Victim must roll a fortitude check. If victim fails fortitude check, he suffers -5 to all movement rolls in his next turn.
B-Rank
Hien (Flying Swallow)
This technique requires a bladed weapon. By feeding chakra into the weapon, the ninja will increase the length and density of his blade to strike an enemy from several feet out of the physical blade's range. This is accomplished by creating an invisible extension of chakra that shapes into an edge that functions like the normal blade itself. Seeing the blade, the opponent may misjudge how far they need to move to avoid an incoming strike and thereby still be cut even if they manage to avoid the metal portion of the blade.
Cp cost: 30 + 15 chakra points per round the blade is maintained this way.
Dice Rolls: 4 Rolls
Damage: n/a
Reflex DC: n/a
Awareness DC: 15 + user's chakra mod + 2 per 10 level in user's ninjutsu
Requirements: Bladed weapon skill 25, Ninjutsu 30, Chakra Control 30, Sneak Attack 20
Training: 4 stages
Stage 1: Chakra Control DC: 40, Infusing blades with chakra flow.
Stage 2: Ninjutsu DC: 40, Extending the chakra flowing through the blade passed its tip.
Stage 3: Sneak Attack DC: 30, Concealing the extension of the blade to keep the opponent guessing.
Stage 4: Bladed weapon skill DC: 35, Adapting to fighting with the weapon without cutting yourself.
Special:
*Add [chk mod] to [attack melee] with the weapon.
*As long as Awareness DC is not matched by opponent, all attacks are considered Sneak Attacks.
Taijutsu-
D-Rank
Blocking: Katana
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, Katana 5
Special: Use the formula 1D20 + Kameken against attackers attack score. If the Block is higher all damage from the attack is negated.
Genjutsu-
~Possessions~
Weapons:
Katana
The katana is the most artistic and well-crafted sword in the world. The curve of the katana's blade allows the user to draw the sword at a faster speed than any other sword created by man. The sword itself is both hard and light and can cut through almost anything with ease.
Damage: 4 - 12 + 1.5x str. mod.
Range: Melee.
Special: Always a master work item. Causes a Bleeding Wound upon a critical hit. +4 to blocking checks.
Dual Wield: Yes, -10 to attack roll. Calculate damage with 1x str mod.
Other: