After the technique is completed, the entire affected area somehow
seems lighter and more peaceful. Anyone inside its boundaries
instinctively knows that hostility is not welcome, and has a marked
aversion to any such actions.
- Chakra: 25 + X
- Range: 0
- Area: 100 + X*2
- Speed: 25
- Seal Speed: 80
Effects:
Taking any sort of offensive action within the area is prohibited, as
is deliberately launching attacks into it. Offensive actions include
all attacks and targeted genjutsu, whether or not they deal damage.
Setting explosives and modifying the terrain for combat (for example,
the A-rank Yomi Numa, or Katon explosive clouds) are offensive actions.
Breaking this rule carries a harsh penalty: Anyone who does so has a
-10 penalty to all their offensive actions, including Accuracy,
genjutsu, Stealth and Awareness rolls, Toxicology and Chakra Control
rolls to inflict status effects, and parry rolls made as part of
'counter-attack' moves (such as Halting Blow). This lasts for as long
as they're in the sanctuary field, and one hour afterwards.
Once a person has violated the sanctuary's restrictions, they can be
attacked and otherwise subjected to offensive actions with impunity;
anyone attacking them is not breaking the rules of the sanctuary.
Anybody who aids them, however, such as taking a hit for them or giving
them supplies mid-battle, is similarly affected if they do so within
the field.
This lasts X/4 hours, to a maximum of 12. The summoner may not choose
to end it early, and is subject to the same restrictions and penalties
as anyone else.</text>
\page
## Summon: Jade Rabbit
1. Summoning
2. Behavior
3. Attributes
4. Abilities
5. Terms of Contract
====================
1. Summoning
------------------------------
- Chakra: 15
- Speed: 8
- Seal Speed: 12
====================
2. Behavior
------------------------------
Said to be the rabbit who lives under the moon, it only comes out at
night. One of the caste of direct minions of the avatar, he is the
moonlight to the avatar's moon in actuality. You should not summon the
Jade Rabbit during the day, it is too busy sleeping and if you do it
has dire consequences (Read below). It actually floats around and can
help you find anything touched by the moonlight. It will not attack
unless it is attacked first.
====================
3. Attributes
------------------------------

 Vitality: 650

 STR: 20

 RES: 40

 CHA: 100

 DEX: 60

 AGI: 80

 Accuracy: 30

 Dodge: +22

 Genjutsu: +14

 Damage Bonus: 3.0

 Movement: 3 yard per IC, Floating

 Athletics: +15

 Awareness: +18

 Resistance: +10

 Stealth: +5

 Chakra Exhaustion: +14

###### Shining Light
While under the moonlight the rabbit emits a bright light, this shines
out for 20 yards and anyone in stealth is revealed, but while this
light shines you cannot stealth either.
###### Elusive Target
The rabbit is small and has the luck of the moon! It has access to the
Ninjutsu, Kawarimi. It also takes no damage from AoE attacks where it
isn't the sole target.
====================
4. Abilities
------------------------------
###### Standard Actions
The Jade Rabbit may use Dodge, Move, and Block as described in the
Combat chapter of the PHB, without their summoner needing to spend AP.
###### Blinding Flash (Speed 10, AP 12)
The Jade Rabbit is a beacon of hope but also one of light! This
technique uses the C-rank Raiton Taiyoken

###### Bite (Speed 8, 4 AP)
Not an amazing combatant, the Jade Rabbit usually gets out of dangerous
situations using it's teeth. A bite inflicts 4d6 piercing damage and is
considered a basic unarmed attack. The Jade Rabbit bite is far more
painful than it is actually damaging and if used in a grapple, it gets
a +10 to the check to escape the grapple.
###### Burning Brilliance (Special)
If you do, in fact, summon the rabbit during the day, it appears in a
spot 1d12 Yards away from you in a random direction (Chosen by rolling
a D8 and north, north-east, etc). Once it appears there it bursts into
flames and suddenly combusts, unsummoning itself in a burst of fiery
flames, the blast counting as a C-rank Katon that does 8d20 damage in
an 8 yard AoE centered on the Rabbit. The Rabbits damage bonus is
trippled and if it hits the user, it deals double damage.
====================
5. Terms of Contract
------------------------------
The Jade Rabbits are a straightforward bunch and will stick around with
you as long as you need their light and as long as it's not day time!
If you do summon one during the day it will stay for the duration of
one combat and then not be summonable for 30 Days OOC.
\page
## Summon: Yojimbo
1. Summoning
2. Behavior
3. Attributes
4. Abilities
5. Terms of Contract
====================
1. Summoning
------------------------------
Literally meaning 'bodyguard', the yojimbo is just that.  Yojimbo hares each carry a single katana. They
have hands, rather than forepaws, complete with opposable thumbs.
- Chakra: 15 + X * 10
- Speed:
- Seal Speed: 25
You summon X Yojimbo, up to a maximum of 3.
====================
2. Behavior
------------------------------
Trained as unified bodyguards, the caste of Yojimbo are the warriors
who protect the lesser rabbits. They are trained in martial skills and
despite their size can pack quite a punch. They each wear swords and
will fight for you though will not attack the innocent.
====================
3. Attributes
------------------------------

 Vitality: 850

 STR: 30

 RES: 50

 CHA: 60

 DEX: 80

 AGI: 70

 Accuracy: 32

 Dodge: +18

 Parry: +26

 Genjutsu: +10

 Damage Bonus: 3.0

 Movement: 3 yard per IC, Floating

 Athletics: +15

 Awareness: +12

 Resistance: +15

 Stealth: +10

 Chakra Exhaustion: +12

###### Compatriots
For every Yojimbo after the first present on the battlefield, all the
others receive +3 Accuracy, an additional +2 to parries, +2 to Take the
Hit, +1 to their damage bonus, and -1 to their AP costs. This stacks up
to five times (when there are six Yojimbo present).
====================
4. Abilities
------------------------------
###### Standard Actions
Yojimbo may use Dodge, Move, Parry, and Block as described in the
Combat chapter of the PHB, without their summoner needing to spend AP.
###### Iajutsu Strike (Speed 10, AP 15)
The Yojimbo can make a quick strike as their first unsheathing, it
gains an additional +3 Accuracy
###### Defensive Formation (Speed Variable)
Protecting a target is their bread and butter, well-trained Yojimbo
keep their targets alive, it is their honor and their life. While there
are two or more Yojimbo present, they can use the ability Defensive
Formation, Total Defense, and Guard, as detailed in the Physical
Abilities
====================
5. Terms of Contract
------------------------------
Breach of Contract:
> Killing an enemy who surrendered or has been rendered
incapable of causing harm (i.e. unconscious or otherwise incapacitated).
> Threatening or killing hostages or innocent bystanders.
> Initiating combat.
> Pursuing retreating enemies (unless they have, for
example, stolen something or kidnapped a person, and you need to
retrieve it).
An exception: If an enemy surrenders, and then turns on whoever they
surrendered to, the Yojimbo will not object to their death. Indeed, the
hares will fight fight to kill that enemy, and any of that enemy's
compatriots in that encounter, unless explicitly told not
to.</text>
\page
## Summon: Satsu no Usagi
1. Summoning
2. Behavior
3. Attributes
4. Abilities
5. Terms of Contract
====================
1. Summoning
------------------------------
From the deepest parts of the plains the hares roam, Satsu no Usagi is
a loner, a singular, powerful entity who has always been a force to be
reckoned with. The rest give him his space but he still manages to lash
out occasionally.
- Chakra: 45
- Speed: 10
- Seal Speed: 25
====================
2. Behavior
------------------------------
As soon as Satsu no Usagi is on the field, he will attack the closest
target besides you. If there is no other target? He will attack you. He
will continue to kill until he can't find anyone. No one can escape his
wrath.
====================
3. Attributes
------------------------------

 Vitality: 1500

 STR: 50

 RES: 70

 CHA: 80

 DEX: 100

 AGI: 150

 Accuracy: 45

 Dodge: +35

 Genjutsu: +40

 Damage Bonus: 17.0

 Movement: 5 yard per IC

 Athletics: +15

 Awareness: +35

 Resistance: +15

 Stealth: +0

 Chakra Exhaustion: +20

###### Bad-Tempered Rodent
The mind of this rabbit is very singular. It is immune to Stun,
Genjutsu, Immobilize, and takes half damage from Bleed, Ignite, or any
other damage over time type ability.
###### Elusive Target
The rabbit is small and has the luck of the moon! It has access to the
Ninjutsu, Kawarimi. It also takes no damage from AoE attacks where it
isn't the sole target.
====================
4. Abilities
------------------------------
###### Sharp Teeth (Speed 8, AP 10)
And he can leap about! When you use this attack, you can move up to 40
yards.  In addition, it counts 50% higher for the purposes of
wounding. It inflicts Slashing wounds and if it every inflicts a
critical head, roll 1d20.  Terms of Contract
------------------------------
Summoning this creature is actually considered a Breach of Contract for
the hare contract itself; the Murder Rabbit can still be summoned
during the regular Breach of Contract period, which does not count as a
'new' offense (the rest of the contract will be usable again after the
three OOC week period from the initial summoning of the Murder Rabbit).
Once the Rabbit has been summoned it cannot be dismissed until it has
taken at least one human life.</text>
\page
## Summon Avatar: Tsuki no Usagi
1. Summoning
2. Behavior
3. Attributes
4. Abilities
5. Terms of Contract
====================
1. Summoning
------------------------------
The Moon Rabbit is a large rabbit, though not in the same way that most
summoned avatars are: it's barely two feet long from nose to tail.
When summoned, it typically appears sitting upright on its haunches,
with a mortar and pestle in front of it (how it handles the pestle with
its paws is quite the mystery, though it seems to have no trouble doing
so). When the rabbit speaks, it does so with a soft, serious,
androgynous voice.
- Chakra: 40
- Speed: 40
- Seal Speed: 40
====================
2. Behavior
------------------------------
The hare avatar is not exactly a pacifist, but it does refuse to engage
in combat (if it would even be able to defend itself is a largely
academic question). Some summoners claim that they've been able to get
it to negotiate with the avatars of other contracts, both leaving the
field of battle, but even if the Moon Rabbit is willing to do that, it
probably doesn't appreciate being used as, essentially, a glorified
bargaining token.
The rabbit is not exactly friendly, though 'amicable' might be a fair
description. It's a fairly serious creature, and while it will make an
effort to be helpful to its summoners, it won't appreciate being
treated like their personal dispensary or advisor on a regular basis.
Despite its diminutive stature, it's still a summoned avatar.
====================
3. Attributes
------------------------------
According to legends, the Moon Rabbit lives on, well, the moon, where
it prepares a magical elixir which grants the gods their immortality.
This is probably not that rabbit, though there are certainly
similarities.
The Moon Rabbit has extensive medical knowledge, and can identify
almost any malady which might be affecting someone, and suggest
treatments for almost any condition. If called upon to provide
consultation for medical matters, it will freely do so, and its advice
will almost always prove excellent. Though it won't stay for more than
a few hours, that's enough time to coordinate the actions of an entire
hospital for maximum efficiency, and set up highly effective triage
procedures.
More commonly, however, shinobi will call upon it for its other famous
skill: the rabbit is probably the greatest apothecary alive. It can
produce restorative elixirs, medical poultices, antidotes for any known
poison (and probably some that aren't known), and, supposedly, that
mythical "elixir of immortality." The lack of
immortal shinobi suggests that it does not, in fact, confer
immortality, however.</text>
\page
## Summoning Contact: Monkey
Primates are often seen as some of most intelligent of animals, in part
because of their human-like appearances and mannerisms, a fact even
more apparent in their shinobi counterparts. At the same time, monkeys
are also known to be belligerent and irreverent, and prone to causing
mischief when it suits them... which is just as true about their more
intelligent, chakra-wielding counterparts.
Shinobi who form a contract with the monkeys need only a great deal of
patience, but a healthy appreciation for satire and an ability to laugh
at their own misfortunes (of which there will likely be quite a few)
are necessary to avoid going mad with frustration.
What sets monkeys apart from most of the counterparts is that they're
capable of performing actual ninjutsu, complete with handseals. Not all
of them can, and they don't have as wide a variety of techniques as
actual shinobi, but it's still quite an impressive accomplishment
compared to other animals (having human-like hands helps, no doubt).
The Avatar of the monkeys is the legendary Monkey King Enma, known to
command a great deal of respect even from the avatars of other
summonable species--other than the Queen of Spiders, Tsuchigumo, with
whom he has a long-standing enmity.
He bows politely, and usually follows that up with something
bothersome, such as throwing a rock at a bystander, poking someone in
the leg with a stick, baring his hindquarters at his summoner, or some
other form of mostly-harmless message.
Having done so, the monkey then waits to be a given a message. The
monkey can carry any small written document, or even recite a verbal
message--though it's best to be wary of the latter. While the monkey
will faithfully and accurately deliver all the information, he'll also
add plenty of extra insults (directed at both the recipient and the
summoner).
As a messenger, Tsukai is reliable in the sense that eventually he'll
deliver whatever he was supposed to, and he's incredibly hard to catch.
On the other hand, he can be far slower than most animal--for that
matter, most human--messengers, given his propensity for taking
'breaks' and slacking off for upwards of a week at a time.
Once the message is delivered, Tsukai will 'inform' the summoner of
this in the form of a prank--usually getting something shoved down the
back of their pants or having a banana thrown at the back of their
head, before the monkey vanishes. Now, if only he'd put that talent to
use in delivering his messages.
- Chakra: 20
- Speed: 15
- Seal Speed: 10
- Requires: Kuchiyose no Jutsu
Effects:
The monkey can carry a trio of normal-sized scrolls, or any
similar-sized objects--or even a small knapsack or other container
(meaning it's not limited to just messages), and will bring it to a
destination or person of your choice. If a person, you must tell the
monkey where to look for them.
In combat the monkey hides after receiving the message, with a
prodigious stealth bonus of +40. After hiding the monkey will proceed
to run away at a speed of 3 yards every IC. If attacked it defends with
a +20 to dodge, and has 100 Vitality.
Message delivery time is inconsistent at best, thanks to Tsukai's
nature. No matter the distance he's sent (within the shinobi nations),
the message takes 3d10 days to be delivered. This has nothing to do
with difficulty getting there, and everything to do with Tsukai getting
distracted and slacking off whenever he pleases, regardless of how
important his task may be.
More than a few summoners are annoyed by Tsukai's unreliability, but,
well... what can you do?
\page
____________________________________________
### --( Sarusanbaigu - The Threefold Tools of the Monkey )--
A long time ago, there actually were three tools, each with three
abilities. Its was a catchy name, and accurate! Over time the monkeys
picked up more tools, but haven't seen any reason to change the
technique's name.
Really, it's best to just not bring the subject up.
- Chakra: 15
- Speed: 10
- Seal Speed: 10

Effects:

This summons a single item from the list below. Unlike most summoning
techniques, there is no direct limitation on how often you may perform
this one. However, each of the tools has its own duration (how long it
will stay around before vanishing in a puff of smoke, even if you were
busy using it), and its own amount of time you must wait before
summoning that particular tool again.

This does mean that you could, if you needed, summon all five of the
tools one after another in a single situation. Each of the tools can be
targeted even if you're carrying it (treated as a called) shot. They
have 100 Vitality and 100 DR, and vanish when their Vitality reaches 0.

### = Kinaikagi - Golden Skeleton Key =
An ornate (really, gaudy) golden key with a handle sculpted to resemble
the face of a monkey, complete with two small ruby eyes, and two prongs
shaped like miniature grasping monkey arms, with the keys of teeth
being the monkey's fingers. Curiously, it is able to fit keyholes of
any size, though getting it to actually open the locks takes a bit of
work.

The key functions as a +5 set of lockpicks that is always completely
silent and never breaks. Additionally, it can be thrown at a lock
within STR/4 yards. Using it this way requires an Espionage roll to
"pick" the lock without the normal +5 bonus,
as well as an Accuracy roll needing a (20 + 1 per yard the lock is
away) to actually hit the lock. If successful, whatever was being
targeted is immediately unlocked--though the key must be retrieved (or
unsummoned).

The golden key can be summoned for up to an hour, once every month (4
OOC days).

### = Saruhisa - The Monkey's Gourd =
A small but highly polished and lacquered calabash gourd with a cap at
the top and a bright scarlet rope to secure it to one's belt, the
monkey's gourd doens't look like it should be able to hold more than
half a gallon of liquid. Sometimes, it holds less; other times, it
holds... much, much more. When summoned, the user can choose one of
three liquids for the gourd to be filled with: water, sake, or an
elixir. Regardles, the gourd can be summoned once a week (OOC day).

Water: The small gourd actually contains 20
gallons of water that can be used in jutsu, or for any normal purpose.
The gourd lasts for 1 hour and can be refilled, but anything other than
water put into it will curiously spill out despite the holder's best
efforts.

Sake: Possibly a good reason to sign the monkey
contract on its own, the gourd can pour out what amounts to one shot of
sake every minute for 12 hours straight. After taking a drink (Speed 5)
the user has to make a Resistance roll against 10 + 1 per drink after
the first. Failure leaves them at a -1 penalty to Accuracy and skill
rolls, stacking with itself. It's not all bad, though, as they gain a
DR equal to the number of drinks they've had. This lasts for one hour
per drink, and after it wears off leaves the most incredible,
devastating, world-ending hangover any human is likely to experience.

Elixir: Supposedly a magical elixir, maybe just a
special mixture of drugs. The elixir is meant for consumption by
monkeys (who often face retribution for their mischevious pranks), but
works for humans as well. Taking a drink (a Speed 10 action) allows a
Resistance roll with a +2 against any status you're currently afflicted
by which originally allowed one, against the original difficulty.

This only works against things requiring a status roll, and negates
only the penalties caused from failing. Succeeding against a poison
would end its effect entirely, while succeeding against Dragon Fire
Technique would lower the Burns and Ignite by half their original
severity; any damage already taken (or similar) is not undone.

The elixir lasts for 50 IC. Passing it on to someone else is a Speed 5
action.

\page
### = Gentou - Magic Lantern =
An ornate golden lantern; the top and bottom are in the shape of
hexagonal cones, and the body has six gold-framed glass faces, with
golden designs of monkeys engaged in various activities inlaid in the
glass; when turned on in pitch blackness, this produces crisp
shadow-outlines of the monkeys on nearby walls.

Inside the lantern is a golden flame that can be coaxed bright or
darker with a whisper. The bottom of the lantern can be unlatched and
opened, revealing some incomprehensible mechanical devices which, with
a bit of experimentation, will raise internal shutters up to cover any
combination of the glass panes (though, really, those shutters
shouldn't be able to fit in there...). If you close all the shutters
and ask the lantern to help you, it will open the shutter that is
currently pointing north--letting it function as a compass. The light
it sheds can change to any color you request.

By manipulating the shutters this can act like a lamp, a flashlight, or
anything inbetween. It can illuminate a radius up to 40 yards (as a
lamp), or a narrow cone up to 100 yards long (as a flashlight). It can
shine in a smaller area by dimming the flame.

Finally, if left in a spot and asked to look like a person it can
create a vague illusion of a general type of person, large man, small
child, thin woman; essentially a body shape and age/gender. The
illusion can be seen through with an Awareness check of 10, +1 per yard
away from it. This only works in poor lighting (such as at night), and
uses up the lantern's duration 10 times as fast. The illusion can be
performing any basic physical task, but nothing elaborate and nothing
requiring it to move more than ten feet from the spot the lantern was
set down at.

Gentou lasts for up to 10 hours before vanishing in a puff of smoke (or
up to 1 hour if used as an illusion for the whole duration).

### = Kinnawa - Golden Rope =
Created from golden monkey hairs braided into a thick rope, the Kinnawa
is long enough to be used as an improvised belt when it appears. At the
summoner's command it can extend or shorten again, and despite it's
gaudy tassels on the ends it is very tough.

By far the best trick is that it can be thrown up into the air will it
will anchor itself to something handy (like the edge of a roof) or
absolutely nothing at all, at which point the summoner can climb up it;
alternately, it could be thrown across an opening, and the other end
anchored as well (on the ground, ideally) to let it be used like a
tightrope. The summoner can cause the rope to un-anchor itself simply
by willing it to do so while giving it a sharp tug.

The rope has a DR of 100, but can only take 10 damage before snapping.
The segment closest to the summoner remains, while the rest vanishes in
a puff of smoke. The rope can be thrown up to 50 + (the results of an
Athletics roll) feet. Golden rope is also great for tying people up,
giving a +20 bonus to the Espionage roll (instead of just +10).

Golden rope will last for an hour, or eight hours if immediately used
to tie somebody up. It can be summoned against one month (4 OOC days)
later.

### = Maitatsu Tsue - Dancing Staff =
A long, gnarled walking stick, sturdy and sizable enough to be used as
a bo staff by the summoner. It has the normal properties of a bo staff
(from the Equipment chapter), plus a few unique characteristics.

If disarmed or discarded, the staff hops back up to a vertical position
of its own volitiong and begins to pogo back to the summoner. The staff
starts moving 1 IC after it's been disarmed, and moves 1 yard per IC;
when moving like this, it can be 'picked up' as a Speed 0 action.
Immobilization penalties slow it down normally.

If grabbed by anyone else the staff will wait 5 IC before striking them
in the face and bouncing free, applying a Stun 4 effect and resuming
its trip back to its summoner.

Outside of combat, if propped up and told to 'stay' it will do just
that. The staff will stand straight up, or at any improbable angle, as
if held by an invisible force. It's virtually immovable like this, and
can be used in all sorts of creative ways--such as hopping on top of it
and posing dramatically.

The staff can be summoned for up to four hours, once every two weeks (2
OOC days).

\page
____________________________________________
### --( Migawarizaru - Substitution Monkey )--
Migawarizaru is summoned in response to an attack, the monkey taking
the hit for the shinobi. Or, rather, one of his many clones does; a
puff of smoke engulfs the 'ninja' who was just hit, revealing them to
be a monkey, before that monkey vanishes in another puff of smoke.
Moments later duplicates of the summoner begin appearing across the
battlefield, each of them cloned monkeys disguised as the summoner via
Henge no Jutsu. One of them is the summoned monkey himself,
indistinguishable from the rest. In the ensuing confusion the summoner
is free to either escape the battle, or take advantage of the situation
to strike.
- Chakra: 32
- Special: Interrupt
- Speed: +6
- Seal Speed: 10
Effects:

Migawizaru functions similarly to Kawarimi. You may use it after
failing to dodge a technique, so long as partial defense applies. So
long as the dodge's new total Speed (including the +6 from Migawizaru,
and its Seal Speed) would allow it to be used as a valid Interrupt, you
may pay 10 AP to fully dodge the attack and use this technique. As a
reminder, while you could use AP to reduce the final Speed of Dodge +
Migawiaru to 4 (2+6 = 8, to a minimum of half that with AP), the
modified Seal Speed, if above 0, cannot be reduced this way.

After the substitution is used, the monkey himself appears along with
seven more clones on the battlefield, each of them disguised as the
summoner and carrying on with some form of obnoxious antics. The
summoner may choose to either immediately attempt to enter stealth
(with their opponent(s) receiving an immediate Awareness roll against
their Stealth roll), or automatically hide among clones as with a
normal Bunshin technique.

When the clones are targeted, roll 1dX; X is equal to the number of
clones remaining, plus 1 for Migawizaru, plus 1 more if the summoner is
hidden among them. On a roll of 1, the Migawizaru is hit and they all
vanish. If the summoner is hidden among the clones, 1 hits the summoner
(and all the clones vanish, along with Migawizaru) and 2 hits
Migawizaru.

____________________________________________
### --( Daisan Enchouzou - Three Great Monkey Statues )--
Technically a trio of separate summoning techniques, each one calling a
separate giant stone monkey statue. The story behind these statues
varies depending upon who you ask, but in the case of the actual
summoning contract they serve as a conduit for the summoning of the
Handsome Monkey Prince (or maybe he's just too vain to show up until
the summoner's gone through the effort of calling the statues; really,
it could be either one).

Each of these techniques has a "(30 - X)" in
its Chakra cost. X is the number of IC which have passed since the last
time you summoned one of the three statues, with a minimum of 0. Thus,
if you summoned one at the beginning of the battle, it would be Chakra
30; if you summoned another 50 IC later, it would also be Chakra 30;
and if you summoned the last statue 10 IC after that, it would have a
Chakra cost of 50.

--( Iwazaru - Speak No Evil )--
The first monkey appears as 10 yard tall statue that looks to be made
out of a gleaming metal of some sort. The statue is that of a sitting
monkey covering its mouth with its hands.
- Chakra: 30 + (30 - X)
- Area: 100
- Speed: 15
- Seal Speed: 20
Effects:

The statue has 1000 Hit Points, and a Damage Reduction of 200 which
applies against all thrown weapons other than Fuuma Shurike and Large
Star Shuriken.

Anyone within the area who speaks, or spends AP to control the actions
of a summoned creature, loses half their current AP (after any such
expenditure) and gains no AP the next time the initiative count reaches
a multiple of 20. Taking any action with a Speed above 10 also incurs
this effect, unless the shinobi is careful to be quiet, which amounts
to taking a -2 immobilization penalty for their action. After suffering
the statue's effects once, a shinobi will be able to figure out what
will cause them from then on.

\page
### --( Kikazaru - Hear No Evil )--
Another 10 yard tall statue, this monkey seems to be crafted of a solid
white marble. It appears sitting atop the previous statue, hands
covering its ears.
- Chakra: 30 + (30-X)
- Area: 100
- Speed: 15
- Seal Speed: 20
Effects:

When Kikazaru is summoned, everyone present on the battlefield receives
a "Curse Counter", with its value starting at
0. Whenever someone takes an action, their counter is raised by that
action's Speed. Every time the IC reaches a multiple of 10, the statue
'checks' to see who has the highest Curse Counter. That individual (or
those individuals, if there's a tie) suffers a -4 immobilization
penalty, and has their Stamina and Chakra Exhaustion penalties doubled.

The immobilization penalty lasts until a new individual is cursed (and
the Stamina and Chakra Exhaustion penalties double each time, if the
same person is the victim repeatedly), or the statue is destroyed or
unsummoned.

### --( Mizaru - See No Evil )--
The final statue appears atop any previous statues, creating quite the
impressive display being 30 yards tall when all three are in play. Also
10 yards tall, the statue appears to be made of a white wood, the
monkey's hands covering its eyes.
- Chakra: 30 + (30-X)
- Area: 100
- Speed: 15
- Seal Speed: 20
Effects:

Whenever anyone in Mizaru's area inflicts a wound on someone else, they
suffer a -8 visibility penalty for 10 IC, +10 per level of severity of
the wound (20 for a minor, 30 for a major, etc.). This ends prematurely
if the statue is destroyed or unsummoned.

Multiple afflictions from this statue don't stack. Longer durations
overwrite shorter ones.</text>
Partner Monkey
1. Summoning
2. Behavior
3. Attributes
4. Abilities
5. Terms of Contract
====================
1. Summoning
------------------------------
Appearing as a small brown capuchin, the Partner Monkey is a simple
creature summoned to provide assistance with small tasks. Being of such
small stature and with little to no combat skills, the Partner Monkey
is quite skilled at sneaking into tight spots and stealing small
objects.
- Chakra: 25
- Speed: 15
- Seal Speed: 10
====================
2. Behavior
------------------------------
One of the few monkeys that can't speak, the Partner Monkey can easily
understand most orders, and if treated well it will be happy to follow
any that don't put it into danger. Not helping out of the
goodness of it's own heart... the Partner Monkey likes to be given
treats. Fruits and candies are usually enough to get it to perform most
any task that it doesn't think is immediately dangerous.
\page
====================
3. Attributes
------------------------------

 Vitality: 400

 STR: 20

 RES: 40

 CHA: 20

 DEX: 60

 AGI: 60

 Accuracy: 30

 Dodge: +20

 Damage Bonus: 1.3

 Athletics: +15

 Awareness: +10

 Espionage: +15

 Resistance: +5

 Stealth: +20
###### Almost Tireless
Partner Monkeys do not need to make Stamina or Chakra Exhaustion rolls
for their actions. Instead, they reduce their current Vitality by
(Stamina or Chakra cost)*3. They do not normally accumulate
penalties to Stamina or Chakra Exhaustion; if they have penalties from
an outside source (such as Suffocation or some poisons), add those to
the effective Stamina or Chakra cost to determine how much Vitality
they lose.

###### Dextrous Fingers
A Partner Monkey has small hands with powerful fingers, allowing it to
pick locks without the use of any lockpicks.

###### Extraordinary Reflexes
Given the monkey's agility, it can dodge attacks as a Speed 0
interrupt.

###### Small
The Partner Monkey is very small and light, being able to move while
still maintaining Stealth 2. In addition, all knockback effects have
their efficacy doubled.

====================
4. Abilities
------------------------------
###### Standard Actions
Partner Monkey may use Dodge, Move, and Block as described in the
Combat chapter of the PHB, without their summoner needing to spend AP.

###### Bite (Speed 8, 4 AP)
Not an amazing combatant, the Partner Monkey usually gets out of
dangerous situations using it's teeth. A bite inflicts 4d6 piercing
damage and is considered a basic unarmed attack. The Partner Monkey's
bite is far more painful than it is actually damaging and if used in a
grapple, it gets a +10 to the check to escape the grapple.

###### Scout (Speed Variable, 10 AP)
One of the few uses of the Partner Monkey in a combat situation, the
Summoner can send the Partner Monkey out to scout an area. This works
by giving the monkey a general location to scout out and choosing how
long they wish the monkey to be gone. The Partner Monkey can move 3
yards per IC towards the location. Once there the monkey does a quick
search(using up 0 IC), but can also use 6 more IC to do a search
actions. When declaring a scouting action you may choose to set a time
for the monkey to return in which case it will only have scouted the
area it was able to reach before have to come back... or you may have
the Partner Monkey simply go to an area and search a few times(your
choice) before coming back. Note that the speed of the action is based
upon how far the Partner Monkey has to travel(and travel back from) as
well as time spent searching. Upon it's return, the Monkey will perform
a sort of pantomime that for some reason the Summoner is able to
understand and gain general details about the scouted area. These
details include: general terrain, prescence of enemies(that it saw
using awareness), and any obstacles.

###### Monkey Mission (Speed Variable, 5 AP per
action/skill use)
Similar to the Scout action, the summoner sends the Monkey on a
non-dangerous mission utilizing it's skills. This could be as simple as
hopping over a fence and undoing a latch from the other side to as
complicated as scaling a building, unlocking a window, opening a safe,
and finally stealing a set of plans before coming back. Like scouting,
the Partner Monkey can move 3 yards per IC and requires 10 IC for each
use of a skill other than awareness. The Monkey can be sent on a wide
range of missions, but be warned that if it senses any danger it can't
be sure to avoid it will abandon the mission and return rather than
braving the odds.

###### Perform Ninjutsu (Speed Variable, Variable
AP)
The Partner Monkey can actually perform a small selection of Ninjutsu,
or be commanded to perform them at a set time. The Partner Monkey has a
Seal Speed reduction of 6, and does not use Stamina or Chakra rolls
when using the Jutsu it knows. Instead, subtract (Chakra Cost)*3 from
the Partner Monkey's Vitality whenever it uses a Jutsu. The Summoner
has to spend AP equal to 1/2 the speed of the jutsu(including the
remaining seal speed).
=Jutsu Known=
Ninjutsu: Henge no Jutsu : Limited to a small wind up monkey toy with
cymbals.

Ninjutsu: Genjutsu Kai : Can use on the summoner, but only if commanded
to.

Fuuton: Soujikaze no Jutsu : Clearing out smoke and mist.

Fuuton: Kazekiri : Cutting ropes or making openings in thin barriers.

Fuuton: Rakuyou Buyou : Escaping once it sees danger.

Fuuton: Nagare : To leap down from extreme heights.
\page
====================
5. Terms of Contract
------------------------------
The partner monkey has been known to refuse a mission if it does not
receive a treat or trinket as payment when summoned or given particular
taxing tasks (most ninja capable of summoning it will keep a bag of
peanuts or a few shiny beads around, for just this purpose).

If the summoner knowingly sends the monkey into danger (deliberate
combat, or as a decoy), the partner monkey will immediately leave, and
this will be considered a Breach of Contract. Even afterwards, the
monkey will be grumpy when summoned, and require heavy condolences
(bananas work wonders) before listening to the summoner at all.

Being summoned to help the summoner when they're in genuine, dire need
(meaning the summoner is already fighting, and doesn't, for example,
immediately hide or flee once the monkey shows up) is acceptable, but
the monkey does not like it and will only perform up to four actions
(be they attacks or jutsu) before it protests and leaves in a puff of
smoke. Again, it will require an 'apology' in the form of gifts before
helping again.</text>
\page
## Monkey Prince
>1. Summoning
2. Behavior
3. Attributes
4. Abilities
5. Terms of Contract
====================
1. Summoning
------------------------------
The Handsome Monkey Prince (or, "Tansei
Sarukou") has an almost human stature, bipedal and close
to six feet tall, resembling a man with the fur and tail of a monkey.
He's also possessed of incredibly good looks, disarming charm, and
phenomenal wit... or, so he tells it. He appears dressed in a bright
red breasplate, bracers, and greaves, along with fine black pants and a
gaudy golden belt.
- Chakra: 120
- Speed: 30
- Seal Speed: 15
The best way to summon the Prince is to first provide a fitting
demonstration of one's admiration for him by summoning the Three Great
Monkey Statues. If one is present on the battlefield, his Chakra cost
is reduced to 100; if two are present, it's reduced to 80. If all three
statues are present in battle, it only costs 40 Chakra to summon the
prince.

When he's summoned, the statues vanish. The statues themselves cannot
be summoned while he's present on a battlefield.

====================
2. Behavior
------------------------------

Most believe the Monkey Prince added the 'handsome' to his own name, a
testament to his own pride and vanity.

When summoned, he will 'politely' ask the summoner to stand back and
watch him handle the problem at hand. The more of the statues
that were summoned before he was, the more politel he'll be. With all
three having been used to summon him he'll show up ready and
enthusiastic to jump into a fight, so long as the summoner doesn't try
to boss him around. Without any having been used the Monkey Prince will
be positively snobbish, and will only fight on the summoner's behalf if
said summoner shows him great respect.

In combat, the Monkey Prince actively mocks and humiliates his
opponents, dancing around and delivering alternating attacks and
taunts. He expects his summoner to stand back and simply watch as the
Prince does his thing, unless the Prince is being attacked by a
summoner and a summoned creature simultaneously--in which case he
expects the summoner to assist him.

====================
3. Attributes
------------------------------

 Vitality: 2200

 STR: 100

 RES: 100

 CHA: 100

 DEX: 120

 AGI: 120

 Accuracy: 35

 Dodge: +30

 Damage Bonus: 6.0

 Athletics: +30

 Awareness: +25

 Espionage: +20

 Resistance: +15

 Stealth: +25
###### Extraordinary Reflexes
Given the Monkey Prince's agility, he can dodge attacks as a Speed 0
interrupt.
###### Golden Flip
The Monkey Prince suffers no penalty to dodge area of effect
techniques, and upon succesfully dodging one can move to any edge of
the area automatically.
###### Tireless
The Monkey Prince does not need to make Stamina or Chakra Exhaustion
rolls when he acst(other than performing jutsu). If forced to by an
outside force (such as Suffocation), they have +10 to their rolls.
###### Independent
The Monkey Prince is too vain to be given orders by the Summoner.
Instead the Monkey Prince will simply attack anyone immediately hostile
to his loyal subject(the summoner). In addition, the Monkey Prince acts
of his own volition, not requiring AP from the summoner.
\page
###### Mountain-Conquering Pride
If pitted against another summoned creature, the Handsome Monkey Prince
receives a bonus to his Accuracy, dodge, and skill rolls equal to (the
minimum listed XP needed to summon that creature)/500, and an increase
to his damage bnous equal to (that amount of XP)/1000, to one decimal
place as usual. If its XP level is 4000 or higher, he does not pay any
cost when using his ninjutsu against them.
If fighting a person, these bonuses instead come from that individual's
actual XP (sub-total XP, in the case of clanless). If fighting both
people and summons (or multiple of either), he only uses the highest
bonus.
###### Peerless Champion
The monkey prince uses only a fraction of his real strength in order to
give his opponents a sporting chance, and if someone exceeds his
expectations will raise them accordingly. Every time one of his attacks
misses, he gains +2 Accuracy for the rest of the battle. Every time he
fails to dodge an attack, he gains +1 dodge for the rest of the battle.
Finally, every time the damage from one of his attacks is completely
prevented (such as by DR, or the Earth Shore Return technique) his
physical and ninjutsu damage bonuses are both increased by 2 for the
remainder of the battle.
====================
4. Abilities
------------------------------
###### Standard Actions
The Monkey Prince may use Dodge, Move, and Block as described in the
Combat chapter of the PHB.
###### Strike (Speed 8)
Skilled with using his hands, feet, tail, and most other parts of his
body as a weapon the Monkey Prince can strike pretty hard when he wants
to. While he could hit much harder than he does--he's strong enough to
lift mountains overhead, he'll assure his summoners--he prefers to goad
his opponents with weaker, glancing blows. A strike from the Prince
does 10d10 Blunt damage, as a basic unarmed attack.
###### Golden Cloud (Speed 4)
The Monkey Prince is well known for his flying Golden Cloud, and for
the listed speed he can summon it to his side and hop on. It is, as its
name suggests, a small opaque golden cloud, about four feet across. The
Prince can sit or stand on it; anyone else simply falls through. On the
cloud the Monkey Prince has a +3 bonus to dodge and can move 5 yards
every IC. If he makes an attack or uses a jutsu he dismounts from the
cloud, and has to call it again to receive its benefits. Despite its
ability to fly, the cloud can only reach an altitude of 30 yards. The
Prince claims this is an arbitrary limit he has imposed upon it in
combat, to make fights more fair for his opponents.
###### Decoy (Speed 5, Interrupt)
When attempting to dodge against a melee-range attack and gaining only
a partial success, the Monkey Prince can spend 50 Vitality to avoid the
attack entirely and leave a clone behind. The prince immediately makes
a Stealth roll with a +15 bonus, opposed by his opponent's Awareness.
On success, the Prince is hidden and the opponent thinks the clone is
the prince.
The clone will call the opponent names, taunt them, and dodge attacks
until it's hit--at which point it's destroyed, as with a normal clone,
and the enemy will realize what happened. However, the Prince will
still be hidden!
###### Perform Ninjutsu (Speed Variable)
The Monkey Prince knows ninjutsu! It's mostly something he learned
because it was interesting, but he got bored and stopped learning jutsu
after picking a few Katon and Fuuton techniques. He could learn all the
ninjutsu if he pleased, but it would be much too troublesome.
He reduces Seal Speeds by 12, and does not make Stamina or Chakra rolls
when using jutsu. Instead, his current Vitality is reduced by (Chakra
cost)*3 whenever he performs a jutsu. The Prince knows the following
techniques:
=Jutsu Known=
Fuuton: Wind Release Stream
Fuuton: Great Breakthrough (generally used to knock people away before
they get close, for harassment purposes)
Fuuton: Violent Wind Palm (he doesn't carry any throwing weapons)
Fuuton: Wind Turtle's Shell
Fuuton: Vaulting Leap
Katon: Flame Flower
Katon: Sticky Fire Technique
Katon: Grand Fireball
Katon: Great Dragon Fire
====================
5. Terms of Contract
------------------------------
The Handsome Monkey Prince is extremely vain and self-important. If the
summoner doesn't show him proper respect and deferential treatment
(flattery always helps), the Prince will get annoyed and leave. There
are many nobles who aboslutely abhor sycophants, but the Handsome
Monkey Prince is not one of them. The more the summoner praises and
fawns over him, the more the Prince will like the summoner and enjoy
being called out to assist them.
In combat, once the Monkey Prince is summoned he will expect the
summoner to stand aside and let the Prince fight. If the summoner tries
to help the Monkey Prince will tell him to stop, and step aside; if the
summoner continues, the Prince will get angry and leave.
That being said, if his enemy goes out of their way to attack the
summoner, the Prince won't object to them defending themselves or
retaliating. Similarly, if he's fighting a summoner and their own
summoned creature, he won't mind his own summoner helping him. However,
in other situations he'll want to fight alone (or possibly with the
help of other summoned monkeys), even if outnumbered.
\page
## Pillar Monkey
1. Summoning
2. Behavior
3. Attributes
4. Abilities
5. Terms of Contract
====================
1. Summoning
------------------------------
Guardians against evil, Munamochisaru ("Pillar-Supporting
Monkeys") are strong enough to act as pillars and hold the
roofs of massive shrines up. They're enormous, more than forty feet
tall and rippling with muscles; despite being often mistaken for apes,
they are, in fact, giant monkeys. These enormous, brown-furred
creatures are far more serious than most of their kin, some of the most
dutiful and honor-bound of their species, and prove quick to defend
their summoners.
That said, they're not much use for anything that doesn't involve brute
force.
- Chakra: 40
- Speed: 25
- Seal Speed: 25
====================
2. Behavior
------------------------------
Supposedly, the Munamochi-saru can speak and perform handseals like
other monkeys can--however, none of them ever seem to do so. They
understand orders, and seem to be quiet intelligent, but say nothing in
response, usually just gruffly nodding their heads, occasionally
grunting in affirmation, and solving problems with their muscles.
They're quick to use their size and strength to defend the summoner and
any of the summoner's friends or allies. They'll also actively defend
the pure and innocent, even without orders (this almost always includes
children; adults are another matter entirely). They usually have no
qualms about attacking the summoner's enemies, but will try to
minimalize collateral damage, as they're very capable of tearing up
massive areas of the landscape when they fight.
====================
3. Attributes
------------------------------

 Vitality: 4500

 STR: 180

 RES: 140

 CHA: 100

 DEX: 120

 AGI: 120

 Accuracy: 46

 Damage Bonus: 20.0

 Athletics: +30

 Awareness: +35

 Espionage: +15

 Resistance: +25

 Stealth: +10
###### Extended Range
Munamochi-Saru have a 10 yard attack range, which is still melee due to
their large size.
###### Huge
Munamochi-Saru cannot be tripped or knocked airborne, and any knockback
effects have their efficacy reduced by half. However, they also cannot
dodge or block.
###### Tireless
Munamochi-Saru do not need to make Stamina or Chakra Exhaustion rolls
when they act. If forced to by an outside force (such as Suffocation),
they have +25 to their rolls.
====================
4. Abilities
------------------------------
Standard Actions
Munamochi-Saru may use Move as described in the Combat chapter of the
PHB, without their summoner needing to spend AP. They may use Take The
Hit normally, but commanding them to do so costs 4 AP.
###### Monkey Smash (Speed 10, 4 AP)
The giant monkey punches, claws, or kicks those that it's set against.
This deals 14d20 Blunt or Slashing damage, and is considered a basic
unarmed attack.
###### Ground Pound (Speed 20, 8 AP)
Balling up both fists, Munamochi-saru slams both hands into the ground
or upon a downed opponent in a hammering motion. Chakra is poured into
the ground and it shatters, opening up around the monkey before it hops
back out of the area. This strikes an area of 40 yards with a penalty
of -2 to accuracy. It deals 28d20 damage and is considered Unarmed
Taijutsu. If used on a prone target, Ground Pound's damage is
considered 150% higher for inflicting wounds.
th a -2 penalty in place of Ground Pound's normal accuracy.
\page
###### Tail Sweep (Speed 6, 5 AP)
As Munamochi-saru are such a huge and imposing monkeys, most think of
them as apes. However, they are in fact still monkeys, and as such have
tails. A tail sweep usually involves the monkey feinting forwards
ominously with one arm, then whipping their tail out to sweep an
opponent off their feet. This attack only does 6d12 damage; if it hits,
the victim next gets an Awareness roll against the monkey's Accuracy.
If they pass, they suffer a Stun 2. If they fail, they're left prone as
per the E-rank Trip taijutus.
Tail Sweep always rolls Accuracy, using 1d20+36. If it knocks someone
prone, the Munamochi-saru can pay 5 AP and immediately follow up with a
Ground Pound (at its normal AP cost, and adding its normal Speed to
when the monkey will act next) at that target, using its Tail Sweep
accuracy wi
###### Monkey Pillar (Speed 3+X, Interrupt, X AP,
Chakra 10+2*X)
In addition to acting as living pillars, the Munamochi-saru are quite
capable of creating them. Driving their hands into the ground (be it
loose earth or solid stone), they can lift a solid wall or pillar in
front of them. Even if used on dirt or sand, the pillar will be
hardened into solid stone when it's raised this way.
This is used as a defensive Interrupt, automatically succeeding and
blocking up to X*100 damage. Any damage over thi amount carries through
to the Munamochi-saru. This is treated as a Doton ninjutsu, and takes
double damage from Raiton, but only half from Sution. Anyone within
five yards of the monkey will also be protected by this wall. It can
only be used against attacks originating 10 yards or more away from the
Munamochi-saru.
====================
5. Terms of Contract
------------------------------
The pillar-supporting monkeys are not dim-witted, but are still fairly
simple creatures. As long as the summoner doesn't ask them to do more
than use their brute strength and size, they'll get along just fine.
The one thing they will never do is harm pure-hearted innocents, and
attempting to convince one to do so knowingly is a Breach of
Contract.</text>
\page
## Summon Avatar: Enma
1. Summoning
2. Behavior
====================
1. Summoning
------------------------------
Enma is an eight foot tall, white-furred monkey with a body structure
similar to a human, allowing him to walk upright and swing from limbs
like an ape.  He usually has a very grumpy look on his face.
- Chakra: 65
- Speed: 30
- Seal Speed: 35
====================
2. Behavior
------------------------------
Monkeys are somewhat fickle and it can be quite a complicated process
to gain their trust. That said, once the Monkey King has grown fond of
someone (a long process) he will treat them as a member of his monkey
troop and fight fiercely to protect them. That said, Monkeys have
plenty of better things to be doing with their time and Enma doesn't
like being summoned for frivolous purposes.
Having grown quite old and cantankerous, Enma will only answer a
summons if the summoner's life is on the line. Where that line is drawn
is dependent on how well he knows the summoner in question. He also has
a long-standing unfriendly rivalry with the Spider Queen Tsuchigumo,
and will answer any summons to fight her.
Enma does not generally take orders. He'll do what the summoner needs,
but will usually decide for himself how he wants to go about
accopmlishing their goal. The better the summoner's rapport with Enma,
the more closely he'll cooperate with them. If Enma has faith in his
summoner's abilities, he may even use his ability to transform into the
legendary Adamantine Staff, a weapon said to be indestructible and
possessed of numerous supernatural capabilities, for his summoner to
wield.
In addition, Enma is well-schooled in the ninja arts and has an
extensive suite of ninjutsu he can perform. He actually outclasses many
ninja with his jutsu use. While other Avatars are immense beasts
capable of causing destruction on a massive scale, the Monkey King Enma
is smarter, more skilled, and able to become an undefeatable weapon in
the right hands.</text>

\page
## Salamander Contract
Unlike many of the other creatures a Shinobi might form a contract
with, Salamanders care little for the summoners. They come when called,
but that's about it; they can't (or at least don't) speak, and while
they're never reluctant to help in battle, nor are they eager. They go
about it as a matter of course, suggesting perhaps a still very bestial
nature.
While this means that a summoner doesn't have to worry about offend
their summon or incurring its animosity, it also means that salamanders
don't particularly care about looking out for their summoner. In combat
they can be frightening indiscriminate in the devastation they unleash.
An unprepared summoner can easily get themselves or their allies wiped
out by collateral damage.
To counteract that, and perhaps as an indication that the salamanders
do have something resembling good will towards those who call on them,
before being able to summoner any of the creatures themselves a
summoner will first gain the ability to summon the blood of the beasts,
which has various effects which, when properly applied, can give them
some degree of protection from the creatures they call.
====================
Access
------------------------------

 1000 XP: Red Blood

 1500 XP: Black Blood

 2000 XP: Blue Blood

 2500 XP: Summon: Chameleon

 3000 XP: Summon: Basilisk

 4000 XP: Summon: Ibuse

 5000 XP: Summon: Ka Riu</text>
### --( Kuchiyose: Akachi - Summoning: Red Blood )--
You summon a small clay jug filled with thick, viscous red blood. The
blood from this particular salamander species is known for
its incredible flame-retardant properties.
- Chakra: 20
- Speed: 5
- Seal Speed: 15
- Requires: Kuchiyose no Jutsu
Effects:
If you take a Speed 8 action to smear the blood over yourself, you
become highly resistant to heat and fire.
For the next 200 IC, you are immune to the Ignite status effect and any
ongoing Ignites will end. You become immune to Burns, but existing
Burns won't be removed. You cannot be wounded by Katon, and the
severity of wounds from para-elements based on Katon (Shakuton and
Futton) are reduced by one category. Finally, you take 25% less damage
from Katon or its advanced elemental forms.
 The blood of this species of
salamander is poisonous--but, a single whiff of the stuff would be
enough to convince most people not to even consider drinking it.
- Chakra: 20
- Speed: 5
- Seal Speed: 15
- Requires: Kuchiyose no Jutsu
Effects:
If you take a Speed 4 action to drink the blood, you... are poisoned!
This has a Poison 1 effect, with a Duration of 1000 IC.
You may purge the black blood from your system as a Speed 10 action, by
"unsummoning" it.
____________________________________________
### --( Kuchiyose: Aochi - Summoning: Blue Blood )--
You summon a small wooden bowl with a tepid, syrupy substance inside
it. If you hadn't figured it out yet, it's salamander blood, said to
have mystical properties!
- Chakra: 20
- Speed: 5
- Seal Speed: 15
- Requires: Kuchiyose no Jutsu
Effects:
You may close your eyes and take a Speed 5 action to coat your eyelids
in the blue blood.
 While disorienting,
it's quite effective.
You halve all visibility penalties for the duration, and are immune to
any effects requiring eye contact. Additionally, you have a +5 bonus to
all your Awareness rolls, as this unnatural sight eliminates most
visual distractions.</text>
\page
## Summon: Chameleon
1. Summoning
2. Behavior
3. Attributes
4. Abilities
5. Terms of Contract
====================
1. Summoning
------------------------------
Even normal chameleons were, in the past, thought of as being
supernatural monsters, so finding one among the ranks of summoned
animals shouldn't be surprising. Why the salamander contract covers
something which is technically a lizard, and not an amphibian, however,
remains mysterious.
Aloof and uncaring like the other animals it shares a contract with,
the chameleon serves as ask and then leaves promptly.  With long limbs, a
tail that ends in a curling spiral, and some of the strangest eyes of
any creature, the chameleon is certainly a unique sight.
While regular chameleons can blend in with their surroundings, this one
can alter the color and reflectiveness of its skin so well as to be
virtually invisible. It can walk across virtually any surface, and
while it prefers to avoid combat its long, sticky, extendable tongue
can be wielded with stunning speed and deftness.
- Chakra: 25
- Speed: 20
- Seal Speed: 20
====================
2. Behavior
------------------------------
Like most creatures summoned by the salamander contract, the chameleon
really doesn't care about its summoner. Unlike the others, it's
typically not willing to risk injury in battle, either. It has no
problem being near or even in a battlefield, so long as it's not taking
any sort of damage or having to defend itself.
When it's summoned, the summoner may choose to
"bribe" the chameleon by increasing the
Chakra cost by 15. If this is done, it will stay and fight in combat,
albeit reluctantly.
If not, the chameleon will flee as soon as it's injured. It will gives
its summoner up to 10 IC to climb into its mouth before doing so; if
carrying a shinobi, it will turn invisible and try to run away. If it's
not carrying anyone by the end of those 10 IC, it will simply un-summon
itself.
If ever left to wait around (say, outside a building while the summoner
infiltrates it), the chameleon will wander up to 5d10 yards in any
direction looking for insects and small animals to eat.
====================
3. Attributes
------------------------------

 Vitality: 1000

 STR: 100

 RES: 60

 CHA: 40

 DEX: 80

 AGI: 80

 Accuracy: 35

 Dodge: +30

 Damage Bonus: 6.6

 Movement: 6 yards per IC.

 Athletics: +15

 Awareness: +25

 Resistance: +15

 Stealth: +30

###### Agile
The chameleon does not suffer AoE penalties for dodging area-of-effect
techniques, and indeed has a +5 bonus to dodge them.
###### Bestial
The Chameleon isn't driven by higher desires, and as a result it cannot
be negotiated or reasoned with. It has a +10 bonus to its rolls against
genjutsu.
###### Expert Climber
Due to a combinatino of chakra control, grasping claws, and small
sticky pads on its feet, the chameleon can climb along any wall or
surface, even upside-down, without any effort. Any immobilization
penalties it suffers from the condition of the terrain are halved.
###### Flee
When the chameleon is fleeing (see "Terms of
Contract"), it has a +5 bonus to dodge, cannot be stunned,
reduces all immobilization penalties by 3, and moves at full speed when
in Camouflage.
###### Large
Given the chameleon's size, it can make melee attacks at a range of up
to 5 yards.
###### Tireless
Chameleons do not need to make Stamina or Chakra Exhaustion rolls when
they act. If forced to by an outside force (such as Suffocation), they
have +10 to their rolls.
\page
====================
4. Abilities
------------------------------
###### Standard Actions
This Summon may use Dodge, Move, and Block as described in the Combat
chapter of the PHB without spending any of the summoner's AP.
###### Camouflage (Speed 20, 10 AP)
The chameleon blends into its surroundings, turning almost completely
invisible. While camouflaged it can move at only half its normal speed,
and is in Stealth 2. A camouflaged chameleon can Hide as a Speed 10 (5
AP) action, even if the normal requirements for hiding are not met.
When rolling for stealth, and dodging in camouflage, the chameleon
rolls 2d20.takeHighest(1) rather than 1d20.
###### Swat (Speed 8, 5 AP)
Using one is its legs or tail, the Chameleon swings at an enemy as a
last resort to get them away. This inflicts 8d10 Blunt damage and
counts as a basic unarmed attack, which knocks whoever was hit 3d6
yards away and.
###### Tongue Lash (Speed 10, 8 AP)
Spitting out its tongue in a frog-like fashion, the chameleon lashes
out and smacks a target with blinding speed. This inflicts 6d6 Blunt
damage, a Stun 5, and trips anyone who doesn't pass an Athletics roll
against the chameleon's. Used against any form of bug or insects
(including Aburame swarms and Spider summons) this attack inflcits
double damage. This attack has a 20 yard range.
###### Wrap-Up (Speed 15, 10 AP)
The chameleon attempts to capture and enemy with its tongue. This
attack has a 20 yard range. If this hits, the opponent has an
Immobilize penalty of 1 for every point their defense failed by (if
their dodge was a 31 against the chameleon's 35 accuracy, they'd be at
Immobilize -4). Someone hit this way cannot move more than 20 yards
away from the chameleon; the chameleon can move only at half speed
while someone is wrapped this way. This lasts until the chameleon takes
an action other than moving or dodging. The other way to escape is to
hit the tongue with a slashing or piercing attack that does more than
100 damage in a single hit, which will slice off its tongue (and cause
it to flee; see "Terms of Contract").
###### Carry (Speed 20 / See Text, Variable AP)
The chameleon is large enough to fit two people inside its mouth and
carry them around; in combat, climbing into its mouth is a Speed 10
action that requires the person to be standing directly next to the
chameleon, while it's a Speed 20 action for the chameleon to safely
close its mouth around them. There's enough air to last one person ten
minutes, or two people five minutes. After this time is up, the people
inside suffer a Suffocation 1 every 5 IC until the chameleon opens its
mouth.
With its mouth open, the benefits of camouflage are suspended (reduced
to stealth one, doesn't roll 2d20, cannot hide in plain sight, but it
does not break stealth if already hidden) and the chameleon can only
move at half speed to avoid spilling its passengers out. Out of combat
this takes less than a minute; in combat, it takes 30 IC for the air
supply to be replenished.
Ordering the chameleon to move while in its mouth is 1 AP for every 5
IC the chameleon spends moving, and it cannot make tongue attacks
(Tongue Lash and Wrap-Up) while carrying someone in its mouth.
Being inside the chameleon's mouth makes it generally impossible to
affect the outside world, and imposes a complete loss of visibility,
with one exception. Someone using the blue blood can see through the
chameleon's mouth, and view the outside world.9
====================
5. Terms of Contract
------------------------------
The chameleon will flee under the following circumstances:
- It wasn't bribed, and it takes any damage.
- Its Vitality falls below 25%.

When it decides to flee, the summoner has 10 IC to get into its mouth
before it does so. If it has no passengers at that point, it un-summons
itself. If it does, it enters camouflage as a Speed 0 action and will
no longer take orders from the summoner, and does not use the
summoner's AP.
If the chameleon has its tongue cut off while using its Wrap-Up
ability, that summoner cannot summon a chameleon again for the next 2
OOC weeks, although this is not considered to be a Breach of Contract
for salamanders as a whole.</text>
\page
## Summon: Basilisk
1. Summoning
2. Behavior
3. Attributes
4. Abilities
5. Terms of Contract
====================
1. Summoning
------------------------------
Basilisks bear a very strong resemblance to the very much mundane
komodo dragon, four legs bowed out nearly parallel to the ground,
leaving it to drag its belly across the ground for most of its
movements while also able to rise up for a shockingly fast run.
The first difference is that the basically is about as tall as a shed,
and proportionately longer. The second is its coloration. The
basilisk's hide, while leathery to the touch, is iridescent in
coloration, ranging from midnight blue to nearly shining cyan depending
on the angle one views it from. It is, most people agree, and
incredibly beautiful sight to behold... for the few moments one can
view it.
Legends say that the basilisk's gaze can turn a person to stone, and in
reality it at the very least causes a disturbingly similar effect.
Nobody's sure exactly what causes this (it being rather difficult to
test without... turning to stone), but what is known is that not
looking at the creature, and specifically avoiding seeing its eyes, is
able to prevent this effect.
- Chakra: 35
- Speed: 20
- Seal Speed: 20
====================
2. Behavior
------------------------------
Like most salamanders, the basilisk is uncaring in combat. The deadly
gaze of the beast is as harmful as the summoner to all others, and the
basilisk won't take any special care to avoid petrifying the one who
called it into battle.
In combat its preferred tactic is simply to petrify everyone in sight,
but if anyone gets too close or attacks it, it's capable of lashing out
with tooth, claw, and tail. Additionally, people failing to meet its
gaze can make it irritable and aggressive
====================
3. Attributes
------------------------------

 Vitality: 1800

 STR: 100

 RES: 120

 CHA: 60

 DEX: 80

 AGI: 80

 Accuracy: 32

 Dodge: +22

 Damage Bonus: 8.3

 Stamina: +15

 Chakra Exhaustion: +10

 Athletics: +20

 Awareness: +20

 Resistance: +20

###### Bestial
The Basilisk isn't driven by higher desires like many other summons
(and ninja), as a result it cannot be bribed or reasoned with. It has a
+10 bonus to its defenses aginst any form of genjutsu.
###### Thick Hide
Basilisks have a Damage Reduction of 60.
###### Large
Given the Basilisk's building-smashing size, it can make melee attacks
at a range of up to 10 yards. Humans, and summons without the Large or
Huge attributes, cannot grapple the basilisk.
###### Obvious
Basilisks are giant amphibians with iridescent skin. They cannot hide.
###### Petrifying Gaze
Anyone within 50 yards of the basilisk is vulnerable to being petrified
by its gaze, includin the summoner. Whenever someone see it, they begin
to turn to stone. Every 10 IC they have their Petrify status increased
by 1; there is no direct defense, resistance roll, or immunity allowed
to this, except as described below.
There are three ways to avoid this. The first is to keep one's eyes
closed, applying a -10 visibility penalty. The second is to keep one's
eyes focused on the basilisk's feet, applying only a -4 visibility
penalty, though comes with a risk. If a ninja is damaged by an attack
while doing this, they have a (damage taken /10)% chance to have their
Petrify status increased by 1. The final method is for the basilisk or
the summoner to be at a -6 visibility penalty.
If one stops using one of those methods, their Petrify immediately
increases by 1, and the "every 10 IC" for
that individual begins taking place based on that time.
###### Petrify
This is a special status effect. Petrify also applies an Immobilization
penalty equal to its rank, which cannot be reduced by effects which
explicitly reduce immobilization. Once a person's Petrification status
reaches 10 they turn to solid stone over the next several seconds,
killing them irrevocably. At lower ranks its manifests as an
increasingly severe stiffness and numbness across one's entire body.
In addition, once Petrify reaches 3, the victim's Elemental Affinity is
shifted to Doton. If this was already their elemental affinity, it has
no effect. If it was not, they also receive a penalty equal to their
Elemental Affinity rank to all non-Doton Chakra Exhaustion and Chakra
Control rolls.
\page
For example, if you had rank 4 Elemental Affinity: Fire, once your
Petrify reached 3 you would have a +4 bonus to Chakra Exhaustion and
Chakra Control rolls with Doton, and a -4 to all others--including
those related to non-elemental jutsu.
After 50 IC of not having one's Petrify status increase, it begins to
fade at a rate of 1 per 20 IC. Once applied, the change to elemental
affinity will take 24 hours to be reversed.
====================
4. Abilities
------------------------------
###### Standard Actions (Speed as normal)
A Basilisk may use Dodge, Move, and Block as described in the Combat
chapter of the PHB without spending any of the summoner's AP.
###### Fang and Claw (Speed 6, 5 AP)
The Basilisk charges, moving up to 10 yards and making a melee range
attack with its fangs or claws inflicting 10d10 Piercing or Slashing
damage. This counts as a basic unarmed attack, and may target up to
three people in its range. If directed against a single target, the
basilisk's damage bonus is increased by 50%.
###### Stone Glare (Speed 10, 25 AP, Chakra 25)
The basilisk's eyes widen, its scales shimmer, and... something,
happens. Everyone within 50 yards of the basilisk has their Petrify
status raised by 1, even if they're not looking at it. This will also
turn small animals and plants to stone; after three uses, an entire
area is petrified: the ground has become solid rocks, trees are stone
through and through, and any low-flying birds will fall from the sky.
Water is safe from the effects, but aquatic life is not.
###### Tail Sweep (Speed 10, 8 AP)
Swinging its large and powerful tail like a scythe, the Basilisk clears
the area behind and around it. This counts as an Area 10 attack that
deals 15d8 Blunt damage and inflicts Stun 6, as well as a 12 yard
knockback. The basilisk will often lunge forwards (moving as part of
the attack, in this case, not being limited to "directly
towards" the target) before using this, allowing it to
catch people who were directly to its sides.
====================
5. Terms of Contract
------------------------------
The basilisk is a fairly simple creature, showing up and causing havoc;
it's intelligent, but without complex desires. It requires little of
its summoner, but its gaze is as liable to destroy its summoner as it
is their enemies.
There is one condition that can be troublesome. If the basilisk is
present when a fight ends (it cannot be dismissed after one side has
surrendered or stood down, or the last blow has been dealt), it will
not be possible to de-summon the creatures until it's had the
opportunity to consume the flesh of its foes, preferring the
living-but-injured over the dead (and it will eat corpses of allies as
well). The basilisk will only leave after eating 2d10 people, or
running out of appropriate food. It won't eat anyone who is alive and
also never injured it during battle. Anyone who tries to stop it,
including the summoner, will become next on the menu.
Removing the bodies also counts as trying to stop it. Doing this, in
addition to causing the basilisk to try to eat the offending party,
constitutes breach of contract if the summoner is involved in it or
fails to help the basilisk drive off whoever's interfering.
</text>
\page
## Summon: Ibuse
1. Summoning
2. Behavior
3. Attributes
4. Abilities
5. Terms of Contract
====================
1.  He has a pair of small, dark, beady eyes that
often go unnoticed, and his skin is always slightly moist. His thick,
damp hide has an almost flabby texture.
What's particularly unusual about Ibuse is that he is, so to say,
'unique'--in the same sense that there is only one avatar for any given
contract, there is only one Ibuse; it's a name, not a title or a
description. Additionally, of all the salamander summons he is the
least bestial in outlook, demonstrating genuine good will towards his
summoner, and even growing attached to those who call on him frequently
(without abusing that good will).
- Chakra: 45
- Speed: 20
- Seal Speed: 25
====================
2. Behavior
------------------------------
Ibuse is far more agreeable than other salamanders, doing his best to
follow the summoner's orders to the letter. Unlike other salamanders he
will actually form a bond with its summoners, though he still can't
communicate... and given the standoffish nature of salamanders as a
whole, this means that Ibuse is agreeable and willingly helpful, not
actually 'friendly' by most standards.
Unfortunately, he's still a large, clumsy beast, and still incapable of
speech. Furthermore, his main method of attack is fairly
uncontrollable, meaning that there's actually very little Ibuse can do
to avoid inadvertently harming a summoner who isn't sufficiently
prepared.
====================
3. Attributes
------------------------------

 Vitality: 2400

 STR: 100

 RES: 100

 CHA: 100

 DEX: 100

 AGI: 100

 Accuracy: 45

 Dodge: +30

 Damage Bonus: 11.5

 Athletics: +20

 Awareness: +25

 Resistance: +20

 Stealth: +30

 Toxicology: +35

 Stamina: +15

 Chakra Exhaustion: +15
###### Amphibian
Ibuse takes only 25% damage from Suiton techniques; any techniques or
advanced elemental natures incorporating Suiton deal only 50% damage.
###### Spongey
Ibuse has very slippery skin, as well as pourous, spongy flesh. Blunt
attacks deal only 25% damage, Piercing attacks do only 50% damage, and
Katon does 75% damage (though advanced natures using it still deal full
damage). He is immune to Burns and Ignite. He cannot be grappled, even
by summons prodigiously large enough to accomplish that feat.
###### Huge
Ibuse cannot dodge area-of-effect attacks; instead, he automatically
blocks them as a Speed 0 defense. Ibuse cannot hide (via stealth) due
to being enormous. He cannot be knocked airborne, and any knockback
effects have their efficacy reduced by half.
###### Thick Skin
Ibuse has a Damage Reduction of 100.
###### Tireless
Ibuse does not need to make Stamina or Chakra Exhaustion rolls when it
act. If forced to by an outside force (such as Suffocation), they have
+15 to their rolls.
====================
4. Abilities
------------------------------
###### Standard Actions
Ibuse may use Dodge, Move, and Block as described in the Combat chapter
of the PHB without spending any of the summoner's AP.
###### Block (Speed 4, 2 AP)
Ibuse may use Block as a Speed 4 Interrupt, even when he hasn't
declared that he's blocking for a period of time.
###### Burrow (Speed 10, 5 AP)
Ibuse dives underground, making a Stealth roll with a +10 bonus. From
there, Ibuse can move underground, covering 3 yards every IC spent
moving; area-of-effect techniques can't damage him at this point. Once
he's been located, an attack dealing at least 500 base damage will
break through to the depth he's at, ending this technique; he'll
automatically block the technique used against him this way.
\page
###### Smash (Speed 12, 5 AP)
Using his mass, Ibuse aims to stomp a target, slap his tail down on
them, or attack in a similar fashion. This is treated as a basic
unarmed melee attack with a range of 15 yards, dealing 10d12 Blunt
damage and inflicting a Stun 6 if its victim is wounded by the attack.
###### Swallow Whole (Speed 8, 10 AP)
If underground and within 5 yards of an enemy, Ibuse can be commanded
to try to swallow them. This counts as a Area 10 attack, and if it
hits, the enemy is swallowed up and trapped inside Ibuse's stomach.
While inside, the enemy is subject to stomach acid that inflicts a
Poison 10 status as long as they are trapped inside. An enemy traped
inside Ibuse can try to force their way out, damaging the stomach as a
target that can't defend itself but with all actions they take having
their normal Speed doubled (which does not increase their damage). Once
at least 1000 damage has been dealt to the inside of Ibuse's stomach,
anyone alive inside has broken out and can escape. After someone has
escaped from Ibuse's stomach this way, Swallow Whole cannot be used for
the remainder of the battle. This damage is not actually dealt to
Ibuse's Vitality.
###### Poison Mist (Speed 20, 10 AP, Chakra 25)
Ibuse opens his mouth and exhales a cloud of powerful, paralytic
poison, in the form of a frothing purple mist. Everyone in a 100 yard
radius of Ibuse has to make a Resistance roll against Ibuse's
toxicology, or be poisoned. Whenever someone enters the cloud, and
every 10 IC they spend in it, they also need to make a Resistance roll.
The cloud itself lingers for 30 IC, after which time it disperses.
Ibuse can only store so much poison at once, and it takes a while for
the chemical reactions that prime it inside his body to take place;
once this ability is used, Ibuse can't utilize it again for another 100
IC.
###### Paralytic Poison
###### Poison: 8
###### Paralyze: 5
###### Duration: 50
====================
5. Terms of Contract
------------------------------
Ibuse is a very kind and caring summon, for a Salamander. So kind in
fact, that Ibuse doesn't even get mad if the summoner includes Ibuse in
area of effect attacks. Ibuse just takes the hits and keeps on
following the summoner's orders.
In other words, catching Ibuse in the crossfire of the summoner's
attacks will not constitute a breach of contract.</text>
\page
## Summon Avatar: Ka Rui
1. Summoning
2. Behavior
====================
1. Summoning
------------------------------
The beast known as Ka Riu is literally legendary--and according to the
legends, is a dragon made entirely of living flames, a literal force of
nature. While very few shinobi have seen the Salamander Avatar, the
general opinion is that they simply share a name. It's probably not
actually an immortal, primal incarnation of fire.
It does, however, very definitely breathe fire, and there are certainly
people who claim that it can, and does, fly. Considering how little
information salamanders generally share about themselves, the avatar
probably just 'inherited' the mythical dragon's name due to
similarities (flying, breathing fire, being phenomenally powerful,
those things).
- Chakra: 50
- Speed: 30
- Seal Speed: 40
====================
2. Behavior
------------------------------
In Ka Riu's eyes, all are equal. It torches anything and everything in
the vicinity where it's summoned. About the best a summoner can hope
for is that the resulting devastaion will be more damaging to their
enemies than themselves or their allies.
It will accept its summoner's requests for where it should direct its
flames, but will plainly ignore any requests about trying to avoid
certain individuals or minimize collateral damage.  The first, their
temperament doesn't lend itself well to the shinobi lifestyle; while
they aren't pacifists, they're kind-hearted creatures that feel
violence should be used only after all other reasonable options have
been exhausted. The second, they don't tend towards spectacular
displays of violence and power, which are things virtually all shinobi
love. And finally, they're slugs. Seriously, who wants to brag that
they can summon giant slugs into battle?
All that aside, the slugs themselves tend to be wary of most summoners'
intentions at first. Once they're convinced that the person summoning
them is similarly kind-hearted (which is not, by any means, the same
thing as "unwilling to fight" or
"unassertive"--though it may in some cases go
hand-in-hand with those two) they become some of the friendliest
summons, not concerned with relative status or power like animals of
some others species.
====================
Access
------------------------------

 1000 XP: Slug Slime

 1500 XP: Summon: Leech Swarm

 2000 XP: Medicinal Leeches

 2500 XP: Summon: Slug Swarm

 3000 XP: Acid Shot

 3500 XP: Snail Shell Sanctum

 4000 XP: Summon: Rock Snail

 4500 XP: Slug Body

 5000 XP: Summon: Katsuyu</text>
## Techniques
### --( Neba no Namakuji - Slug Slime )--
The summoner secretes a thin layer of clear, slightly glossy liquid
from their pores, covering their body with it. Despite being criticized
as a 'gross' technique, most users agree that it's really not that bad,
and just feels like being slightly wet, like having recently come out
of a shower. Then again, they summon slugs, so it's questionable how
reliable they are to begin with.
- Chakra: 20
- Upkeep: 4
- Speed: 10
- Seal Speed: 10
Effects:
All offensive grapple rolls involving you, including ones to remain in
control of a grapple, have a -X penalty; it does not matter whether you
are making them, or the other person in the grapple. Similarly, any
Immobilization penalties you suffer from for reasons other than poison
are reduced by 2.
While not particularly dangerous to living tissue (which is good, since
the user is covered in it), this slime is highly corrosive to certain
other materials. Any time a weapon strikes you, its damage dice are
reduced by 1; when they reach 0, the weapon is useless and breaks the
next time it's used to attack anything.
 These leeches
perform two functions: the first, they return some of the extracted
blood to the host, but do so after filtering it, cleansing the
recipient's system of toxins. Additionally, they convert some of the
drained blood into chakra, which the person covered in leeches is able
to draw on in order to rejuvenate themselves.
- Chakra: 15+X
- Range: Touch
- Speed: 8
- Seal Speed: 20
Effects:
A number of leeches appear on you and begin draining your blood. You
acquire a Bleed X status, which does not decrease so long as this
techniques is maintained. However, you receive a +X/2 bonus to Chakra
Exhaustion and Stamina rolls. The Bleed status from this effect of
Medicinal Leeches does not impose a Stamina penalty. X has a maximum of
double your ninjutsu damage bonus.
So long as this technique is in place, more leeches will automatically
be summoned if you are poisoned. If you are suffering from a poison,
you suffer a Bleed Y, with Y being equal to the severity of the Poison
status itself; they persist until the poison is cured (either by
reaching its normal duration, or through other means, such as an
antidote), and then unsummon themselves. While this is in place, you
suffer no detrimental effects from the poison, though this Bleed status
does impose its normal Stamina penalty.
You may apply this to another person only if they are willing or
helpless. You, or the recipient, may end the technique at will. The two
possible Bleed effects from Medicinal Leeches (one to improve your
Stamina and Chakra Exhaustion, and one to negate poisons) are
considered different sources of Bleed.
\page
____________________________________________
### --( Kakusan Satsusei - Acid Shot )--
Much as it would suggest, you spit out a high-velocity ball of acid at
a victim. Contrary to popular beliefs, and all overused jokes aside,
this actually leaves the ninja using it with incredibly clean teeth and
minty fresh breath.
- Chakra: 15 + X * 2
- Damage: (2+2*X)d12
- Range: 15
- Speed: 8
Effects:
Unlike other summon techniques, you may use this any number of times
within a single battle. X is the number of times it has already been
used in that battle; thus, the third time you used it, it would have a
Chakra cost of (15+2*2) = 19. In addition to its listed damage, each
hit also applies Acid 5 (described below) to its target. The damage,
and severity of this satus effect, are reduced by partial defense
normally. Acid Shot deals Energy damage.
 There's not much to be
done about it, and it's more painful than dangerous.  Whenever you take
damage from something capable of inflicting wounds, its damage is
considered (X*5) points higher for the purposes of determining whether
or not you're wounded, and what severity the wound is, where X is the
severity of your Acid status. Acid stacks with itself; two Acid 5 hits
become Acid 10. This increase is applied after all other alterations to
damage, including blocking, DR, and percent-based increases (or
decreases) in effective damage for dealing wounds.
 Because it's actually possible for even an untrained
human to resist the pull for the few seconds its takes for the shell's
entrance to disappear again, this technique is mostly used when keeping
someone safe from collateral damage is of paramount importance.
- Chakra: 27
- Upkeep: 4
- Range: 25
- Area: 2
- Speed: 18
- Seal Speed: 25
Effects:
This can target any number of people within its area, but they all must
be willing or helpless. They're transported to the inside of the inside
of the snail's shell. There's enough air to breathe indefinitely, and
fit a few dozen people comfortably (far more than could realistically
be fit into the technique's target area).
The technique persists until the user ends it, or someone breaks a hole
in the shell from the inside (requiring a total of 2000 non-Piercing
damage to be done to it). In the former case, everyone appears within
10 yards of them, or the nearest safe terrain. In the latter, the snail
shell itself appears there, complete with gaping hole in the side; it
vanishes several seconds later, leaving the passengers behind.
____________________________________________
### --( Karada o Kyouda - Slug Body )--
Not really a summoning in the proper sense, the user causes their body
to take on the spongey quality of a slug's. In addition to their skin
feeling rubbery, their muscle fibers and bones become slightly elastic.
The effect isn't extreme enough to allow things like squeezing through
doorways, or prevent normal combat, but does soften blows relying on
the application of brute force, and the user's rubbery body becomes
more prone to being pushed aside by dangerous injuries rather than
giving way.
- Chakra: 30
- Upkeep: 4
- Speed: 10
- Seal Speed: 22
Effects:
You reduce all Blunt damage by 25%, and stuns caused by attacks
inflicting Blunt damage are halved. Additionally, attacks which deal
damage types other than Energy do not benefit from effects which
increase their damage for the purposes of wounding when used against
you.</text>
\page
## Summon: Leech Swarm
1. Summoning
2. Behavior
3. Attributes
4. Abilities
5. Terms of Contract
====================
1. Summoning
------------------------------
Leeches are nasty little bloodsucking things, their rare and dubious
medicinal purposes aside. Nobody likes leeches; then again, nobody
likes slugs, either. While these summoned leeches are oversized, they
aren't absurdly so; a single leech could probably fit on an average
shinobi's palm with some difficulty.
Of course, this doesn't summon a single leech. It summons dozens, if
not hundreds, of them.
- Chakra: 10 + Special (see
"Swarm" under Attributes)
- Speed: 14
- Seal Speed: 16
====================
2. Behavior
------------------------------
When it comes to following orders, the leeches have something
approaching human-level intelligence. They can't communicate, sadly (or
perhaps thankfully), but can be directed to prioritize specific
opponents or lie in wait in a trap.
In combat, they tend to swarm a single target and adhere to them, at
which point they begin consuming the victim's blood.
====================
3. Attributes
------------------------------
Vitality: 150
Movement: 1.0 yards per IC
###### Anesthetize
As is the case with many leeches, these ones suck blood! And, when they
do so, they secrete a mild anesthetic that prevents the bite from
hurting. Except these are ninja leeches, so everything's more extreme!
Someone affected by the leech swarm's Hemophagy ability reduces the
distance they can move in 1 IC by 0.1 per point of Bleed status caused
by that ability.
###### Horde
The leech swarm takes only 1/4 damage from single-target attacks, and
is immune to genjutsu. Area-of-effect techniques do full damage.
They're also immune to status effects other than area-of-effect
Immobilization, all single-target non-damaging effects (such as Trip),
and grapples. Finally, they treat the severity of AoE Immobilization
effects afflicting them as being 6 lower.
###### Revitalization
Keep track of all the damage done by the Bleed status caused by the
leech swarm's Hemophagy ability. When the swarm is unsummoned for any
reason other than a breach of contract, the summoner is healed for that
much. This healing will first fill their HP, then begin restoring lost
Vitality. It will not, however, take them above their maximum Vitality.
###### Swarm
For combat purposes the swarm is treated as a single entity, its
Vitality total representing the amount of damage that needs to be done
before the leeches all unsummon at once. Additionally, by using more
chakra in the summoning, more leeches can be summoned. A maximum of
(XP)/200 can be added to the Chakra cost. Every +1 Chakra cost gives
the swarm +30 Vitality and +0.1 yards per IC movement speed.
====================
4. Abilities
------------------------------
Standard Actions
The leech swarm may use the Move action as described in the Combat
chapter of the PHB without spending any of the summoner's AP.
###### Hemophagy (Speed 8, 10 AP)
This attack only be used when the leeches are at 0 yards range from the
target, and have been there for at least 5 IC. Leeches crawl up onto
the victim's body and begin draining their blood! The target acquires a
Bleed status that starts at Severity 1 and increases by 1 every IC
until they've moved at least 5 yards away. This Bleed has a maximum
severity of (the swarm's maximum Vitality)/50. If the swarm catches up
to an unfortunate victim again, another activation of Hemophagy will
cause it to resume increasing the Bleed's severity.
This Bleed status does not decrease normally, and ignores effects that
prevent, remove, or reduce the severity of the Bleed status effect.
There are two ways to get rid of it! The first, every 50 damage the
victim takes from area-of-effect attacks, before reductions are
applied, will reduce the Bleed by 1. Secondly, the swarm leaving the
battlefield will cause the Bleed to end immediately.
====================
5. Terms of Contract
------------------------------
Knowingly ordering the leeches to attack civilians constitutes a breach
of contract, as does attempting to use them to torture
captives.</text>
\page
## Summon: Slug Swarm
1. Summoning
2. Behavior
3. Attributes
4. Abilities
5. Terms of Contract
====================
1. Summoning
------------------------------
Slugs are the center of the contract and they work well as a team. They
have a powerful acid a when they swarm together they are a force to be
reckoned with.
Of course, this doesn't summon a single slug. It summons dozens, if not
hundreds, of them.
- Chakra: 14 + Special (see
"Swarm" under Attributes)
- Speed: 16
- Seal Speed: 17
====================
2. Behavior
------------------------------
When it comes to following orders, the slugs have something approaching
human-level intelligence. They can communicate simple motions by a team
effort of motioning around themselves.
In combat, they tend to swarm a single target and adhere to them, at
which point they begin melt them down.
====================
3. Attributes
------------------------------
Vitality: 150
Movement: 1.0 yards per IC
###### Burning Bodies
The slugs are coated with the same kind of acid they spit out and it
burns!  This inflicts an acid two effect
as described in the Technique Acid Shot.
###### Horde
The slug swarm takes only 1/4 damage from single-target attacks, and is
immune to genjutsu. Area-of-effect techniques do full damage. They're
also immune to status effects other than area-of-effect Immobilization,
all single-target non-damaging effects (such as Trip), and grapples.
Finally, they treat the severity of AoE Immobilization effects
afflicting them as being 6 lower.
###### Burrow
Using their acid the swarm of slugs can burrow slowly through objects.
This counts as using the C-rank Moving Underground As If Swimming but
leaving it open long enough that one person can travel through it
besides them.
###### Swarm
For combat purposes the swarm is treated as a single entity, its
Vitality total representing the amount of damage that needs to be done
before the slugss all unsummon at once. Additionally, by using more
chakra in the summoning, more slugs can be summoned. A maximum of
(XP)/200 can be added to the Chakra cost. Every +1 Chakra cost gives
the swarm +30 Vitality and +0.1 yards per IC movement speed.
====================
4. Abilities
------------------------------
###### Standard Actions
The slug swarm may use the Move action as described in the Combat
chapter of the PHB without spending any of the summoner's AP.
###### Acid Shot (Speed 8, Range 15, 10 AP)
The slugs may all together fire their acid at a target. This uses the
Technique Acid Shot from the slugs.
====================
5. Terms of Contract
------------------------------
Knowingly ordering the slugs to attack civilians constitutes a breach
of contract, as does attempting to use them to torture captives.
\page
## Summon: The Rock Snail
1. Summoning
2. Behavior
3. Attributes
4. Abilities
5. Terms of Contract
====================
1. Summoning
------------------------------
Only found in the deepest and widest caves, this snail seems to be the
thing that carves the passages itself. It pushes it's way through whole
mountains and creates a labyrinth of caverns. Deep in the center is
it's home. A sentient creature, it can't exactly speak but can feel
it's summoner's mind and communicate with them through a telepathic
link. Naturally it is a gentle creature but when summoned it can be a
force to be reckoned with, mostly because of it's size.
It's towers over two story buildings and can basically move through
them, it's mighty shell being a dark, nearly metallic brown color and
etched like the rocks in the mountains it breaks through. Gemstones and
geodes poke out from the different parts of it as they've been ground
into it's corners, a shimmering shell showing such splendor.
- Chakra: 40
- Speed: 20
- Seal Speed: 20
====================
2. Behavior
------------------------------
The Rock Snail has a bit of a personality to it, it will help the user
but will not go into salt water, nor will it go through fire. Despite
it's immense size it has simple fears.
In combat its preferred tactic is to mentally stun it's enemies, charge
any the ones it can and crush them. If it becomes the focus of attacks
that actually begin to hurt it, it will withdraw into it's shell. If
someone ignites it, it will stay withdrawn until the ignite goes away.
====================
3. Attributes
------------------------------

 Vitality: 3200

 STR: 100

 RES: 200

 CHA: 90

 DEX: 90

 AGI: 30

 Accuracy: 32

 Dodge: +0

 Damage Bonus: 12.0

 Genjutsu: +25

 Stamina: +25

 Chakra Exhaustion: +25

 Athletics: +10

 Awareness: +10

 Resistance: +50

###### Titanic
The Rock Snail cannot dodge area-of-effect attacks; instead, they
automatically block them as a Speed 0 defense. The Rock Snail cannot
hide. Multi-throws inflict half damage to The Rock Snail. The Rock
Snail is too large to be affected by any jutsu or effects that work by
binding or physically immobilizing them. They cannot be grappled by any
enemies who are not Huge or larger.
The Rock Snail cannot dodge any attack
Attempting to parry the Rock Snail's attacks requires either a Strength
of 80 or more, or an unarmed physical damage bonus of 10 or greater, as
well as both hands free. It can also make it's attacks at a range of 15.
###### Tireless
The Rock Snail does not need to make Stamina rolls for its actions. If
forced to for other reasons (such as Suffocation), it uses +25 for its
effective bonus to Fatigue rolls.
###### Bestial
The Rock Snail isn't driven by higher desires like many other summons
(and ninja), as a result it cannot be bribed or reasoned with. It has a
+10 bonus to its defenses aginst any form of genjutsu.
###### Slimy Exterior
When you roll to hit this creature with a taijutsu attack (Ranged OR
Melee) you have to roll 2d20 and take the lowest one for your attack.
###### Gooey Center
Basilisks have a Damage Reduction of 40.
###### Telepathic Bond
The Rock Snail cannot talk but can feel the mind of the summoner. This
way it can still communicate and will stay in contact with you at any
distance after being summoned until dismissed. This allows you to give
commands without breaking Stealth
\page
====================
4. Abilities
------------------------------
###### Standard Actions (Speed as normal)
The Rock Snail may use Move and Block as described in the Combat
chapter of the PHB without spending any of the summoner's AP.
###### Mental Blast (Range 40, Speed 8, 10 AP)
The Rock Snail has an incredibly powerful mind for a creature that
seems huge and lumbering, it can
reach into the minds of ninja and disorient them. This isn't an
exceptionally powerful technique but using the Snail's genjutsu roll
you make an attack that if successful inflicts the target with a Stun
10. This has a -2 to it's attack every time you use it on the same
target in a combat, cumulatively, but each time it's successful on the
same target the Stun becomes 5 higher (Stun 15, Stun 20, etc.)
###### Withdraw (Speed 4, 5 AP)
This action can be used to bring the Rock Snail's head into it's shell.
It's Awareness rolls gain -10 and it triples it's damage reduction. It
can still attack but cannot move and if it uses Lurching Crush,
Withdraw ends and Lurching Crush's line attack is doubled in length.
Otherwise you can end Withdraw by using this action again.
###### Lurching Crush (Delay 5,Speed 15, 12 AP)
The Rock Snail dives forward as fast as it's slimy underside can carry
it. Making a rampaging charge, the Snail crushes anything that gets in
it's path. It runs in a 20 yard straight line, that is 7 yards wide,
dealing 6d20 damage to anything it goes over. If the terrain it moves
through is rocky then it gains 5 DR every time it uses this.
###### Like a Rock (Variable)
Being almost a part of the mountains, the snail can use all E-rank,
D-rank, and C-rank Doton Techniques. It cannot wield a weapon.
====================
5. Terms of Contract
------------------------------
The Rock Snail is slightly a coward and will keep itself away from some
situations, but it will never abandon you until you dismiss it. It is a
loyal creature and feel that if you summon it you really need it's aid.
It still cannot be convinced to go into saltwater or to go through fire.
</text>
\page
## Summon Avatar: Katsuya
1. Summoning
2. Behavior
====================
1. Summoning
------------------------------
Katsuyu, the lady of the slugs.
- Chakra: 50
- Speed: 20
- Seal Speed: 30
====================
2. Behavior
------------------------------
\page
## Snake Contract
Snakes are one of the most maligned summoning creatures. They are not,
however, misunderstood in the least. Snakes aren't so much actively
malevolent or subversive as they are disdainful of all other creatures
(and even some of their own kind). They're quite honest on the matter,
too; while the weaker summons at least won't be openly disrespectful,
the more powerful they become the more likely they are to berate and
insult their summoner.
The current avatar-class summon of the snake contract is unknown. A
hundred years ago it was Manda, a tremendous cobra who is said to have
died in the Fourth Great Shinobi War. Since then, nobody has mastered
the contract to the level necessary to summon the current avatar...
...Or if they have, they just got eaten.
Snakes do that, as it turns out.
====================
Access
------------------------------

 1000 XP: Hidden Shadow Snake Hands

 1500 XP: Vanishing Python Technique

 2000 XP: Summon: Cobra

 2250 XP: Many Hidden Shadow Snake Hands

 2500 XP: Suicide Shedding

 3000 XP: Summon: Hydra

 4000 XP: Superior Suicide Shedding

 ????? XP: Summon: ?</text>
## Techniques
### --( Sen'eijashu - Hidden Shadow Snake Hands )--
This technique is one of the reasons people who use a snake-summoning
contract prefer to have long sleeves on their garments. You summon up
to three snakes which appear coiled around one of your arms and leap
from your sleeves to strike at an opponent.
It's much more visually impressive if they seem to leap out of nowhere
beneath the sleeves of your shirt, coat, or similar garment.
- Chakra: 10 + (Variable)
- Damage: (Total Chakra cost /4)d12
- Range: 10
- Speed: 12
- Requires: Kuchiyose no Jutsu
Effects:
You may use this technique twice per day; the first time it's used in a
given combat, it's an automatic Sneak Attack. In future uses, it's an
automatic Surprise Attack. The damage dealt by Hidden Snake Hands
inflicts Piercing wounds.
The effects of Sen'eijashu are variable: you choose which varieties of
snakes to summon, and modify its Chakra cost, damage, and effects
accordingly. By default, you summon zero snakes; you may summon up to
three, applying the Chakra modifiers for each snake chosen.
These snakes inflict multiple status effects; all of these effects are
caused by that specific poison, and if it's cured they go away with it.
Unless otherwise specified in the individual descriptions, there is no
benefit to summoning multiples of the same venomous snake (their
effects and bonuses do not stack; Python and Black Adder are
exceptions).
If you hit, make a single Toxicology skill roll using your XP/200 in
place of your Toxicology skill ranks, opposed by your opponent's
standard Resistance. An opponent who fails is poisoned by every snake
you used (but please review the rules in Status and Conditions
-> Poison before using this technique). Without further ado,
the snakes:
###### a. Black Adder (Chakra +5)
Your Toxicology roll with Sen'eijashu has a +3 bonus for each Black
Adder summoned.
Poison 1, Duration 100
###### b. Black Mamba (Chakra
+5)
This technique begins with Suffocation 0. Every 25 IC, the Suffocation
status increases by 1 (provoking a Stamina 15 roll, as is normal for
Suffocation, from the victim). This suffocation penalty begins
decreasing only after the poison is cured or has expired (i.e. the end
of its Duration)
Poison 2, Duration 250, Suffocation (Special)
###### c. Blue Krait (Chakra
+10)
Your victim suffers an Immobilize with a severity equal to the total of
all Poison statuses they're suffering from.
Poison 2, Immobilize (Special), Duration 150
###### d. King Cobra (+10)
For the duration of the poison, the victim has a -4 penalty to Stamina
and Chakra Exhaustion rolls, and a -4 penalty to all their
non-Resistance skill rolls.
Poison 2, Paralysis 3, Duration 200
###### e. Pit Viper (Chakra +10)
For the poison's duration, any Bleed effects on the victim will not
decrease naturally.
Poison 1, Bleed 3, Duration 200
###### f. Puff Adder (Chakra
+10)
The puff adder's venom has the unusual, and fairly terrifying, effect
of causing widespread cellular death near the site of the bite. If the
victim is poisoned, roll for location (unless a wound was inflicted
using Sen'eijashu, in which case use that location), for a Piercing
wound. 50 IC after being poisoned, the victim suffers a Minor wound on
that location. 100 IC later, they suffer a Major wound; another 100 IC
later, they suffer a Severe wound.
Poison 1, Duration 250
\page
###### g. Python (Chakra +5)
This snake has no venom. Instead, your various summoned snakes bite
into the opponent and don't release them (or disappear immediately
after attacking, as the snakes created by this technique normally do).
The opponent cannot move beyond Sen'eijashu's range from you, and you
may, as a Speed 10 or Speed +5 (when used alongside a melee-range
attack) action reel them in, instantly bringing them into melee range
with you.
Check for location if this hits (or use the
location of the wound inflicted by Sen'eijashu, if any); if it's a leg
or an arm, that limb is in a Leg or Arm Lock, as appropriate, as per
the D-rank Grapple Taijutsu. A person bitten by the snakes may attempt
to escape via the Break Grapple (but not Escape Grapple) action, which
is raised to Speed 6; you do not have to make a Stamina roll when
someone is struggling free, and use your CHA in place of your STR (as
the "attacker"). Each python summoned beyond
the first gives you a +5 bonus to your
"grapple" rolls.
###### h. Taipan (Chakra +5)
Sen'eijashu has a +2 Accuracy bonus. You may make Sen'eijashu a Called
Shot, with no Accuracy penalty.
Poison 4, Duration 50
____________________________________________
### --( Sen'ei Tajashu - Many Hidden Shadow Snake Hands )--
An advanced version of Sen'eijashu, this summons a huge quantity of
snakes, usually on the order of dozens, which will intimidate, divert,
and attack their opponents.
- Chakra: +5 per additional target
- Accuracy: +2
- Range: 25
- Speed: 16
- Requires: Sen'eijashu
Effects:
This is essentially an upgraded version of Sen'eijashu, with increased
range and Speed. As noted, you may further increase Sen'eijashu's
Chakra cost to target any number of additional people within range with
your snakes.
Otherwise, all effects (base Chakra cost, costs to add snakes, number
of snakes that may attack any given target) are the same as
Sen'eijashu. Each target is attacked with every variety of snake you
paid for.
However, this is still considered a separate technique from Sen'eijashu.
____________________________________________
### --( Uwabami no Shoushitsu no Jutsu - Vanishing Python Technique )--
A technique many users of the snake-summoning contract are hesitant to
use, mostly because it involves getting swallowed by a type of animal
known to have absolutely no compunctions about eating their masters.
Nonetheless, the snakes ensure their summoners that stories of
fatalities resulting from this technique are entirely fabricated.
Maybe. Only one way to find out.
The head of a giant python rises up from the ground (without causing
any damage to it, even! how convenient) and either opens its mouth
allowing the user to step in, or just snaps its jaw shut and swallows
them before retreating back into the morass of chakra from which it
came, and vanishing as if it had never been there.
- Chakra: 20 + X * 2 + Y * 5
- Range: 10
- Speed: 20
- Seal Speed: 24
- Requires: Kuchiyose no Jutsu
Effects:
Oh my god two variables in the chakra cost it's algebra all over again.
Y is the number of "passengers", people other
than the user. If they are willing or unable to resist, it's a simple
matter of them entering the mouth. If they try to avoid it, the snake
swallowing them has only Accuracy 20. All passengers must be within 10
yards of each other when the snake is summoned.
X hours later, the snake's head will reappear within 50 yards of the
location it was summoned at and its mouth will open, allowing
passengers to leave (or just spitting them out, if they don't). To the
passengers, it will seem as though no time at all has passed. For all
intents and purposes, they did not exist for the past however-many
hours. Attempts to reach them, communicate with them, or forcibly end
this technique early will all fail. If the area they disappeared in is
no longer safe, the snake will instead deposit them on the nearest
solid ground.
X has a maximum of (summoner's total XP)/100, and a minimum of 1.
____________________________________________
### --( Kuchiyose: Kaikou Jisatsu Youshiki - Summoning: Suicide
Shedding Style )--
You summon a giant, forty-or-more foot long snake which coils itself
around you in the blink of an eye, forming a protective living barrier
of sorts. By the time an enemy's attack actually arrives the snake has
already shed its skin and returned to wherever it came from, leaving
the discarded skin to crumble shortly afterwards
- Chakra: 25
- Special: Interrupt
- Speed: 10
- Seal Speed: 15
Effects:
This protects everyone within 5 yards of you from whatever attack it is
used to interrupt. All damage and secondary effects which require you
to have been hit are negated. Suicide Shedding may only be used against
attacks used from more than 5 yards away.
However, this summon may not be used again for (damage of the attack it
was used to stop)/100 weeks (OOC days), with a minimum of 1.
\page
____________________________________________
### --( Superior Suicide Shedding )--
The delay before you can use Suicide Shedding again is reduced to
(damage of the attack it was used to stop)/200 weeks (OOC days), still
with a minimum of 1. This is a permanent, passive upgrade to Suicide
Shedding, not a separate technique.</text>
\page
## Summon Cobra
1. Summoning
2. Behavior
3. Attributes
4. Abilities
====================
1. Summoning
------------------------------
A large purple cobra, with a body a bit over a foot and a half in
diameter, and well over thirty feet in total length. The upper side of
its body is dark purple, and its underbelly (along with the inside of
its hood) a pale, striated purple-gray.
- Chakra: 30
- Speed: 15
- Seal Speed: 20
They look kind of like this:
http://i41.tinypic.com/2pyw0zk.jpg
But somewhat less adorable.
====================
2. Behavior
------------------------------
The cobras can talk, and they totally don't hiss their S-es. Well, some
do, others don't; it varies from one to the other. Some summoners find
themselves summoning the same cobra time and again, while others call a
different one each time. The common theory is that this is the snakes
just screwing with people (though they resent any such accusations).
Cobras are highly critical of their summoners, in a smug fashion, but
will ultimately still fulfill their summoner's requests.
====================
3. Attributes
------------------------------

 Vitality: 600

 STR: 60

 RES: 70

 CHA: 90

 DEX: 80

 SPD: 80

 Accuracy: 32

 Dodge: +26

 Genjutsu: +20

 Damage Bonus: 6.0

 Movement: 2 yards per IC

 Athletics: +10

 Awareness: +30

 Resistance: +15

 Stealth: +25

 Survival: +20

 Toxicology: +20

 Chakra Exhaustion: +15

###### Enhanced Smell
The cobra halves visibility penalties to its Awareness rolls and
Accuracy.
###### Hypnotic Gaze
The cobra must be able to make eye contact to use any of its Serpent
Illusion abilities. As such, they can be avoided by someone who shuts
their uses. Never looking directly at the cobra works... sort of. This
afflicts them with an effective -4 visibility penalty, but snakes are
highly agile, and able to move in ways people wouldn't expect. This
doesn't confer immunity to its genjutsu, but does give a +10 bonus to
any defensive rolls against it.
###### Sly Mind
Cobras have a +5 bonus to their defensive rolls against genjutsu,
raised to +10 for rolls to see through already-in-place static
genjutsu. Anyone who fails to affect one with a genjutsu must
immediately defend against one of the cobra's Serpentine Illusions (at
the summoner's choice) with a -5 penalty, with the cobra paying no cost
(in Speed or Chakra) for this.
###### Snake
Because they are snakes, cobras cannot be tripped. Any immobilization
penalties are reduced by 5, and any reductions in movement speed from
other sources are halved.
###### Venom
As might be expected, cobras are venomous. Certain of their attacks
have a chance to poison their enemies, as will be described in
Abilities. It has the following statistics.

 Emperor Cobra Venom
(Injury, Ingestion, Contact, Inhalation)

 Poison: 4

 Paralysis: 2

 Duration: 250

 Toxicology: 25 (to be
used by a human)
====================
4. Abilities
------------------------------
###### Standard Actions
Cobras may use Dodge, Move, Block, and Parry (unarmed only) as
described in the Combat chapter of the PHB, without their summoner
needing to spend AP.
###### Bite (Speed 10, 8 AP)
The cobra bites someone! This does 5d6 damage. If partial defense does
not apply, the opponent must also defend against the cobra's venom,
with the cobra receiving a +5 bonus to its Toxicology roll.
\page
###### Constrict (Speed 14, 6 AP)
A cobra can grab someone and wrap them in its tail. This is treated as
a grapple, but the cobra suffers none of the normal penalties for being
in a grapple; however, it cannot move while holding someone this way.
Every 10 IC, the person being constricted suffers a Suffocation 1 and
takes 5*(cobra's damage bonus) damage. The cobra has a +5 bonus to its
rolls to maintain the grapple. Escape Grapple cannot be used to escape
from a cobra's coils. If the cobra chooses to Bite the person it's
constricting, their defense has a -6 penalty.
###### Devour Illusion (Speed 15, 5 AP, Chakra 20)
When confronted with a genjutsu, cobras can siphon the chakra
sustaining it out of the air and "eat" it.
This works against area-of-effect genjutsu as well as genjutsu
affecting individuals, though in the latter case whoever has the
genjutsu on them broken also advances 1 Fatigue level. This may only be
used on willing individuals.
###### Serpentine Illusion: Bottomless Abyss (Speed 15, 10 AP, Chakra
30)
An illusion which plays on two of the most primal, instinctive human
fears: falling, and darkness. The victim of this technique feels as if
they're falling down a dark, bottomless pit, the terror rising as they
anticipate the inevitable impact at the bottom.
It never comes, of course--but the illusion is enough to leave people
reeling.
If this technique hits, it inflicts a Stun 10 + 5 * X, where X is the
number of Willpower the victim is missing. Someone with 6 maximum
willpower who had 4 remaining, thus, suffer a Stun 20. If they are
missing at least half of their maximum Willpower (thus, someone with 3
out of 6 WP left would be affected, but not someone with 4 out of 7),
they also advance a Fatigue category.
However, for every time someone has been affected by Bottomless Abyss
they have a +10 bonus to future defenses against it in that battle.
###### Serpentine Illusion: Coiling Horror (Speed 10, 10 AP, Chakra 15
+ 5 * X)
This is a genjutsu which targets up to X people. Those affected are
placed in a trance-like state and unable to take any actions whatsoever
(with their IC advancing normally) so long as this jutsu lasts; while
it does, the cobra may not break eye contact or take other actions.
Anyone held this way may make another genjutsu roll every 50 IC,
against the cobra's original result, with a cumulative +2 bonus. They
also break free automatically if they are the target of any attack.
However! This only applies to attacks from which they can feel genuine
malice ("killing intent", in shinobi
terms)--a friend punching them to try to free them will, unfortunately,
not free them from the illusion. Anyone trapped by this technique may
spent a point of Willpower at any time to make another roll, with a +5
bonus (which is added to their cumulative bonus for future rolls as
well).
Against anyone with 2 or fewer maximum Willpower (which includes
virtually all non-shinobi), the cobra does not need to maintain eye
contact to maintain the hypnotism, and can in fact mentally give the
victims any sort of non-combat commands (such as "go
wander out of town instead of guarding this building").
Against non-shinobi, suicide is a valid command. (Certain exceptionally
strong-willed individuals may be able to resist that--but this is a
very, very small percent of the population).
###### Serpentine Illusion: Spiral Grave (Speed 25, 25 AP, Chakra 40)
This jutsu drives its victims slowly, if temporarily, insane. It begins
with a sense of impending doom, moving on to cold sweat and
steadily-mounting anxiety, then ringing noises and flickers of motion
at the edge of one's field of view, then difficulty breathing--and,
finally, the body begins simply shutting down.
However, so long as this technique is in effect the victim knows the
direction and distance of the cobra who placed it upon them; it's
impossible for the cobra to hide from that person.
Every 10 IC, the victim suffers a Suffocation 1, loses 5% of their
maximum Vitality (or HP if they have run out of Vitality), and suffers
a cumulative -1 penalty to defend against genjutsu. This will continue
indefinitely until the victim falls unconscious or the cobra is
unsummoned (due to taking too much damage, or for any other reason).
There is no other way to break this technique.
###### Venomous Spit (Speed 12, 10 AP, Chakra 10)
High-velocity projectile poison! It deals 2d4*5 damage, ignores damage
reduction and blocking, and may be a called shot--if used as a called
shot, it has +1d6 accuracy. Someone hit by the spit must make a
Resistance roll with a +3 bonus or be poisoned. It does not inflict
wounds. However, if it's a called shot made at the victim's head, they
suffer a -8 visibility penalty which is reduced by 1 every 10 IC, to a
minimum of -4. Afterwards, it is reduced by 1 every week, finally
fading entirely after a month.  Terms of Contract
------------------------------
A summoner may ask the cobra to provide some of its venom. It will
offer enough venom to provide three doses. However, this is all it will
do--after providing venom this way, it will unsummon itself (not
staying around for combat, or to help otherwise); if it's already
performed some other service for the summoner, it will refuse.
This venom will last for three weeks, after which time it is no longer
toxic.
After being milked for venom, the cobra cannot be summoned for four
weeks.</text>
\page
## Summon: Hydra
1. Summoning
2. Behavior
3. Attributes
4. Abilities
====================
1. Summoning
------------------------------
The term is something of a misnomer. This actually summons individual
giant snakes, each several hundred feet long and capable of crushing
wooden buildings beneath them as they travel. These are long, brown,
non-poisonous snakes, resembling giant boa constrictors.
The name comes from the fact that these snakes are able to fuse their
bodies together, while maintaining multiple distinct heads.
- Chakra: 25 + X * 10
- Speed: 15 + X * 5
- Seal Speed: 30
You summon X snakes, up to a maximum of (total XP)/1500.
In addition to the once-per-week limitation on using a specific summon,
you may only summon a total of (total XP)/1000 hydras in a two month (8
OOC day) period.
====================
2. Behavior
------------------------------
The snakes are intelligent, but cannot speak. They understand
directions well enough, however, and are reasonably obedient. They may
ignore troublesome orders (like telling them not to attack that random
civilian who just threw a rock at them), but won't be deliberately
contrary.
====================
3. Attributes
------------------------------

 Vitality: 1500

 STR: 150

 RES: 100

 CHA: 50

 DEX: 120

 AGI: 80

 Accuracy: 40

 Dodge: +25

 Damage Bonus: 10

 Movement: 2.5 yards per IC

 Athletics: +15

 Awareness: +35

 Resistance +25

 Survival: +20

###### Enhanced Smell
The hydra halves visibility penalties to its Awareness rolls and
Accuracy.
###### Extended Range
The snakes have a 30 yard attack range, due to their immense size;
these are still considered melee attacks.
###### Hard Scales
Hydras have a Damage Reduction of 40.
###### Huge
Hydras cannot dodge area-of-effect attacks; instead, they automatically
block them as a Speed 0 defense. Hydras cannot hide (via stealth) due
to being enormous. They cannot be knocked airborne, and any knockback
effects have their efficacy reduced by half.
###### Snake
Because they are snakes, hydras cannot be tripped. Any immobilization
penalties are reduced by 5, and any reductions in movement speed from
other sources are halved.
###### Tireless
Hydras do not need to make Stamina or Chakra Exhaustion rolls when they
act. If forced to by an outside force (such as Suffocation), they have
+15 to their rolls.
====================
4. Abilities
------------------------------
###### Standard Actions
Hydra may use Dodge, Move, and Block as described in the Combat chapter
of the PHB, without their summoner needing to spend AP. They may use
Take The Hit normally, but commanding them to do so costs 5 AP.
###### Combine (Speed 0)
This requires the hydras to all be within 50 yards of one another. They
physically combine into a single being, their bodies seeming to melt
together while maintaining however many distinct heads. This has the
following effects:
> Damage reduction, remaining Vitality, and maximum Vitality
is combined.
> Their Extended Range is changed to 20*(number of snakes)
yards.
> Whenever they attack, thay may choose up to (number of
snakes) different targets.
> +4 Accuracy, defensive rolls, grapple rolls, and skill
rolls, for each snake beyond the first
> Smash deals +5d12 damage per snake, and their damage bonus
is increased by 2 per snake.
###### Constrict (Speed 10, 6 AP)
A hydra can grab someone and wrap them in its tail. This is treated as
a grapple, but the hydra suffers none of the normal penalties for being
in a grapple. Every 10 IC, the person being constricted suffers a
Suffocation 1 and takes 10*(hydra's damage bonus) damage. The hydra has
a +10 bonus to its rolls to maintain the grapple. Escape Grapple cannot
be used to escape from a hydra's constriction.
###### Reflexive Block (Speed 4, 4 AP)
In addition to being able to declare blocking normally, hydras may do
so reflexively as a Speed 4 Interrupt if their summoner spends 4 AP.
\page
###### Serpent Strike (Variable AP)
When directing the hydra's action, you may spend up to 10 AP improving
its Accuracy; every 2 AP spent this way increases its Accuracy by 1.
###### Smash (Speed 14, 5 AP)
The hydra tail-smashes, head butts, or just slithers over something,
with destructive force! This deals 15d12 Blunt damage, and is
considered a basic unarmed attack.</text>
\page
## Summon Avatar: ???
Presumably, there is an avatar-level snake summon. They're one of the
most powerful summoned species, and respect power (mostly just their
own) above all else, so certainly one of the creatures would have
asserted its dominance over the rest. Those few individuals who have
contracted with the snakes and gotten them to talk on the subject have
been able to confirm that the snakes do have an avatar, but nothing
more.
It's reasonably well-documented (to the extent that anything about
summons is) that the previous avatar, Manda, required live human
sacrifices in exchange for not devouring his summoner--not because he
actually needed them, but simply because it pleased him to exert his
authority that way. Whether that will hold true for his successor,
however, is anyone's guess.
Any information about this summon is probably going to have to come
from summoning it first-hand.
Good luck.
====================
1. Summoning
------------------------------
- Chakra: 80
- Speed: 40
- Seal Speed: 30</text>
\page
## Spider Contract
Of all the widely-known summon creatures, spiders have the greatest
stigma attached to them. Of course, that's in part because as a species
even ordinary spiders are much maligned. While normal spiders are
entirely undeserving of their reputation, being helpful by killing off
all manner of verminous insects.
It's hard to say whether summoned spiders actually are as malevolent as
they're made out to be. They're certainly not friendly, and seem to be
utterly devoid of ethics or morals (amoral, not immoral)--they'll just
as gladly protect a village of innocent civilians as eat them all. Even
shinobi who can summon them are incapable of giving any meaningful
characteriations of the creatures they call on; more than any other
summoned animal, the minds of the spiders are alien to humans.
That, really, is what makes them so frightening.
Though the poison plays a role too, to be fair.
====================
Access
------------------------------

 1000 XP: Web Weaving

 1500 XP: Summon: Spider Swarm

 2000 XP: Trap Door Minefield

 2500 XP: Summon: Kyodaigumo

 3000 XP: Spider Bite

 3750 XP: Summon:

 4500 XP: Discard the Dying Husk

 6000 XP: Summon: Tsuchigumo</text>
## Techniques
### --( Orisu - Web Weaving )--
You summon a supernaturally resilient, sticky, and large spider web. In
the case of (relatively) smaller ones, the user actually spits these
out as projectiles towards the targets. Larger ones appear above, and
fall down onto, the area being covered in webs.
- Chakra: 20 + X
- Range: 10 + X
- Area: X*2
- Speed: 14
- Seal Speed: 10 + X
Effects:
This technique does not affect you or any of your spider summons.
Anyone hit suffers a -4 immobilization penalty, which increases by 1
every 10 IC, to a maximum of -10, so long as they remain in the
affected area. Anyone who dodges, or enters the area after it's been
created, starts with a -2 immobilization penalty (as they are still
inside the webbed area) which then increases normally.
Every 10 IC spent outside the web, its immobilization penalty decreases
by 1.
Alternately, you can remove the Area from this technique and target a
single person who is already suffering from this technique's
immobilization penalty. If they're hit, they're pulled X yards towards
you and their immobilization penalty is increased by 1.
Unlike normal techniques, this may be used more than once per week (OOC
day). The total X values of all uses of Spider Web in a given week
cannot exceed CHA/2; thus, with 40 CHA, you could use X = 10, X = 2,
and then two X = 4, in the same OOC day. After each use, it cannot be
used again for X*4 IC.
X has a minimum of 1.
____________________________________________
### --( Hikimado Jiraigen - Trap Door Minefield )--
You summon a number of giant burrowing spiders beneath the battlefield,
which lie in wait for an enemy to pass over them. When someone does,
the ground collapses and they fall onto the waiting,
more-than-man-sized spider, which delivers a bite of potent venom
before disappearing.
- Chakra: 30
- Speed: 20
- Seal Speed: 25
- Area: 20
Effects:
When you use this technique you make a Stealth check with a -5 penalty;
anyone watching, or who approaches the area, makes an Awareness roll
against that. If they succeed, they'll notice that something is wrong
with the area (and could reasonably surmise that avoiding it would be a
good idea). If they fail, they don't know that there's anything unusual.
While in the area, any time anyone other than you moves as part
of an attack, or spends 5 IC or more moving (total, in the
latter case; 2 IC of movement, followed by 3 IC of movement, would
trigger it), they must roll 1d3. On a roll of 1 they've walked over one
of the traps, and immediately make an Athletics roll as their 'dodge'
against your Accuracy (this does receive any bonuses and penalties to
defensive rolls), with a penalty to their roll equal to their current
Immobilization penalty (if any). If they succeed, they can continue
normally. If they fail, they fall in and are attacked by the spider.
Falling in does interrupt whatever action they were taking (unless they
were just moving), in which case no costs are paid, the trap leaves
them stuck at their original location, and their IC is not advanced
based on the attack's Speed. The spider bites them before being
unsummoned, afflicting them with a Stun X, where X is the amount they