Akihana Mizuki Profile
Name: Akihana Mizuki
Age: 11
Gender: Female
Height: 4’ 8’’
Weight: 75 lbs
Appearance:
Emerald grey R/ Ash grey L eye
Fawn brown complexion
Dark chocolate curly hair
Attire:
Cambridge blue shirtdress w/ flowing sleeves
Bronze short shorts
Tan sandals
Akihana Family Crest on a scarf
Job: Konoha Student
Rank: D-Rank/Academy Student
Alignment: Neutral
Class: Flower of the Autumn Moon
Bloodline: Kyoubaku
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Stats:
Agility: 175 / 175
Stamina: 175 / 175
Ninjutsu: 175 / 175
Taijutsu: 175 / 175
Genjutsu: 121 / 175
Chakra: 179 / 175
Bloodline: 167%
Power Level: 1000
Character Level: 10
Health Points (HP): (40 + 10 lvl) x 175 Stamina = 8750
Chakra Points (CP): (40 + 10 lvl) x 179 Chakra Control = 8950
Natural Energy(NE): CP x 15%= 1343
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Equipment:
Headgear [Upper]:
Headgear [Mid]:
Headgear [Lower]:
Armor 1:
Armor 2:
Hands: Stingers (Unarmed)
Feet:
Accessory 1:
Accessory 2:
Extra: Konohagakure Forehead Protector
Extra:
Special: Kawarimi Target
Special:
Item Slot 1: Fuuma Shuriken
Item Slot 2: Summoning Scroll (Small)
Item Slot 3: Explosive Notes (x2)
Projectile Holster Slot 1: Tessen (Stack>3)
Projectile Holster Slot 2: Kunai (Stack>6)
Prep Item 1: Explosive Note {Remote [1000 Damage> 500CP]
Prep Item 2: Kunai {Ready
Prep Item 3: Tessen {Ready
Storage Items: Ninja Wire
Storage Items: Kunai (Stack[1 of 2])
Storage Items: Summoning Scroll (Small) (1 of 2)
Storage Items: Summoning Scroll (Large)
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Abilities:
Strategy:
-Current Rank 3: Stat average of 100
Effect:
- Allows up to 5 slots in the user's inventory to be Prepared.
Note:
- This does not give extra Inventory slots, it modifies existing ones.
- Can prepare Exploding Notes and Micro chakra Bombs prior to battle.
- Can use Jutsu Sealing to scribe Jutsu into Sealing Scrolls prior to battle.
- Can prepare a weapon, First attack done with the weapon is a free action and considered a Sneak Attack. This may apply to projectiles.
- Can poison a Puppet, this poisons all their physical Traps. Only one poison may be applied to a puppet using Prepared Slots. They cannot stack on the same puppet.
- You may Pre-poison any Weapon with any Injury type poison prior to battle. This applies to the entire Item Stack, and only one poison may be applied to a weapon using Prepared Slots. They cannot stack on the same weapon.
Jutsu Mastery:
-Prereqs: 75 Chakra Control, 40 Stat Average, 5 mastered jutsu
Effect:
- All Jutsu costs are reduced by 10%.
- Mastered Jutsu receive an additional 5% Reduction.
Capoeira:
-Prereqs: Must be Unarmed, 40 Agility, 5 Mastered unarmed Taijutsu
Effect:
- +3 Dodge, +1 Accuracy
- +10% Auto-Hit/Dodge.
- Exhausts the user at a fast rate.
Liquid Style:
-Prereqs: 125 Chakra Control, 100 Ninjutsu, six Water-element Ninjutsu Mastered
- -10% Fire and Water damage taken
- Water Jutsu Gain +10% Damage and cost -5% Cp.
- +10% Lightning damage taken
- All Water jutsu cast have a 15% chance of suppression. For ones already having suppression, this is +5%.
Cost: Exhausts user at an above average rate.
Insight:
-Currently Rank 1: Stat average of 100, 100 Agility
Effect:
Insight 1(stat average of 100):
- 5% auto Dodge
- +1 accuracy
Insight 2(State average of 175)
- 10% auto Dodge
- +2 accuracy
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Bloodline:
Kyoubaku
Natural Energy - Passive
-Prereq: BL: 126%
-Currently at: Master Rank 3: User has a secondary Natural Energy pool that is 15% of your max CP. Jutsu that are usable by this chakra pool are cast for 85% of their normal cost.
Mokuton Augmentation - Activated Passive
-Prereq: BL: 098%
-Currently at: Rank 2: May Convert Water or Earth Jutsu into Wood by paying an additional 10% Chakra Cost.
Notes:
- Jutsu converted into wood receive both Earth and Water buffs, but cannot be used with any special Water/Earth effects or skills.
Strength of the Boughs - Passive
-Prereq: BL: 112%
-Currently at: Rank 2: Wood Jutsu Damage is increased by +10%.
Case of Life - Restraining Wood Technique
-Prereq: BL: 140%
-Currently at: Master Rank 3:
Rank 1: Covers an ally in a snare of wood that has 700 Hp and restores the target's Hp by 530 per round. If used as a special action, reduces the enemy's Accuracy and Dodge by -1.
Rank 2: Covers an ally in a snare of wood that has 1170 Hp and restores the target's Hp by 880 per round. If used as a special action, reduces the enemy's Accuracy and Dodge by -1.5.
Rank 3: Covers an ally in a snare of wood that has 2020 Hp and restores the target's Hp by 1520 per round. If used as a special action, reduces the enemy's Accuracy and Dodge by -2.
-Special Action: Instead of healing an Ally, the user may use this jutsu to ensnare an enemy. This does not restore their Hp, but saps their Cp each round for 50% the amount of Hp restoration, and reduces their Accuracy/Dodge until this is removed or destroyed.
-Rank 1: 1 ap, 230 Cp to initiate. 110 Cp/round
-Rank 2: 1.5 ap, 390 Cp to initiate. 190 Cp/round
Wooden Tendrils - Wood Ninjutsu
-Prereq: BL: 126%
-Currently at: Rank 2:
-Rank 1: Five tendrils each doing 100 damage each at +1 accuracy.
-Rank 2: Five tendrils each doing 160 damage each at +1.5 accuracy.
-Rank 1: 1.5 ap, 170 Cp
-Rank 2: 2 ap, 270 Cp
Wooden Dome - Support Wood Ninjutsu
-Prereq: BL: 154%
-Currently at: Rank 2:
-Rank 1: Dome is 15 ft wide, 15 feet high and dome shaped so protects from above. Wall has 1,030 hp
-Rank 2: Dome is 20 ft wide, 20 feet high and dome shaped so protects from above. Wall has 1,690 hp
-Rank 3: Dome is 25 ft wide, 25 feet high and dome shaped so protects from above. Wall has 3,000 hp
Note:
- This jutsu can be used reflexively, only 1 Wall may be created at a time.
- elemental techniques deal -10% Damage to the wall.
Cost:
-Rank 1: 2 ap, 410 Cp
-Rank 2: 2 ap, 680 Cp
-Rank 3: 2.5 ap, 1500 Cp
Enlightened Suppression - Chakra Suppressing Ninjutsu
-Prereq: BL: 140%
-Currently at: Master Rank 3:
-Rank 1: Binds the target at -2 Accuracy. The user has +1 Against all checks at dispelling maintained buffs.
-Rank 2: Binds the target at -1 Accuracy. The user has +2 Against all checks at dispelling maintained buffs.
-Rank 3: Binds the target at normal Accuracy. The user has +3 Against all checks at dispelling maintained buffs.
Special Action: While Binding a Target, the user may attempt to suppress any buffs applied to an opponent. This costs 1 Ap and 20% of the maintained skills chakra cost, and requires a Ninjutsu check between the user and the victim. After each attempt at dispelling a buff, the user has a stackable -1 to all other dispel checks for the remainder of the jutsu.
Notes
- If the target is bound, they cannot take any action other than attempt to resist for 2 Ap. This rerolls their Bind check at a -2 Penalty per attempt, resetting each round.
- The user cannot perform any actions other than maintain this technique. While maintained, A Ninjutsu check is made between the user and the victim at the start of every round. Each round maintained the user loses -1 to their check.
- If the user or victim is hit while maintaining this technique, or attempting to do another action, this technique is dispelled.
- The user cannot choose which skills to dispell, this jutsu always attempts dispell the weakest buff possible before gaining strength to remove stronger ones.
- All dispelled buffs cannot be reused for a full round after this jutsu is dropped/broken.
- This jutsu cannot dispel Level 9 techniques.
-Cost: 2.5 Ap, 1000 CP to initiate, 475 per round maintained.
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Jutsu:
Basic
Transformation
-Prereqs: Ninjutsu: 10
-Currently at: Master Rank 3:
Rank 1: Allows the user to appear as another, with a 50% chance each round to fail. Can modify size up to 5%.
Rank 2: Allows the user to appear as another, with a 35% chance each round to fail. Can modify size up to 10%.
Rank 3: Allows the user to appear as another, with a 20% chance each round to fail. Can modify size up to 20%.
-Rank 1 Cost: 30 CP to initiate/maintain
-Rank 2 Cost: 40 CP to initiate/maintain
-Rank 3 Cost: 50 CP to initiate/maintain
Body Switch
-Prereqs: Ninjutsu 10
-Currently at: Mastered Rank 3:
Rank 1: May body switch with a prepared Kawarimi Target
Rank 2: May body switch with one of your own clones.
Rank 3: May body switch with any clone.
-Rank 1 Cost: 30 CP
-Rank 2 Cost: 40 CP
-Rank 3 Cost: 45 CP
Clone
-Prereqs: Genjutsu 30
-Currently at: Master Rank 3: Creates an illusion at +2 DC. Causes the target to see 3 clones of the user.
-Cost: 100 Chakra to initiate, 30 per round maintained.
Chakra Concentration
-Prereqs: Ninjutsu: 10, Chakra Control: 10
-Currently at: Master Rank 3:
Rank 1: Allows the user to walk across solid vertical surfaces. Also reduces chance of suppression and stumbling by 3% and knockback by 2 feet.
Rank 2: Allows the user to walk upon any solid surface, even upside down. Also reduces chance of suppression and stumbling by 5% and knockback by 4 feet.
Rank 3: Allows the user to walk upon any surface whether it be solid or liquid. Also reduces chance of suppression and stumbling by 7% and knockback by 6 feet.
-Does not require handseals. Costs 0 Ap
-Rank 1 Cost: 25 CP to initiate/maintain.
-Rank 2 Cost: 30 CP to initiate/maintain
-Rank 3 Cost: 40 CP to initiate/maintain
Item Summoning
-Prereqs: Ninjutsu: 10, Chakra Control: 10, at least one usable Summoning Scroll
-Currently at: Master Rank 3:
Rank 1: Allows the user to store and summon Light Stacks within Summoning Scrolls.
Rank 2: Allows the user to store and summon Medium Stacks within Summoning Scrolls.
Rank 3: Allows the user to store and summon Heavy Stacks within Summoning Scrolls.
Note:
- This Jutsu is not actually used for summoning, rather the AP cost is normal equipping cost with the addition of the penalty from the scroll.
- Scroll Ap penalties are +.3 Ap for items stored in a small scroll, and +.5 Ap for items stored in a Large scroll.
-Rank 1 Cost: 30 CP per summon
-Rank 2 Cost: 40 CP per summon
-Rank 3 Cost: 45 CP per summon
Stunt Double
-Prereqs: Ninjutsu: 80, Chakra Control: 70, Agility 70, Body Switch Mastered, Any Clone Jutsu
-Currently at: Master Rank 3:
-Rank 1: Allows the user to create a clone and hide themselves from view, up to 10 feet away, with +1 Stealth.
-Rank 2: Allows the user to create a clone and hide themselves from view, up to 20 feet away, with +1.5 Stealth.
-Rank 3: Allows the user to create a clone and hide themselves from view, up to 30 feet away, with +2 Stealth.
Note:
- Cannot be used reactionary.
- When used, the user makes a stealth check against all in the battle, and attempts to enter stealth mode with the clone taking their place. Using this jutsu is always a hidden action.
- The user chooses which clone jutsu to use with this technique, though only 1 clone is created.
- In addition to the cost of this jutsu, the user must pay all costs for their chosen clone technique, including Ap, though this jutsu is modded as if instantaneous.
- Illusionary clones may be used with this technique, though they require a genjutsu check as well as a stealth check. If the Genjutsu check fails, then the user loses the stealth check bonus, and the opponent just notices the user vanish.
-Rank 1 Cost: 240 CP
-Rank 2 Cost: 300 CP
-Rank 3 Cost: 360 CP
Jutsu Sealing
-Prereqs: Ninjutsu: 100, Chakra Control: 115, 4 mastered jutsu of the chosen element, Sealing Scroll
-Currently at: Master Rank 3:
Rank 1: Allows the user to scribe and release level 1-4 Ninjutsu.
Rank 2: Allows the user to scribe and release level 1-5 Ninjutsu.
Rank 3: Allows the user to scribe and release level 1-6 Ninjutsu.
Note:
- The user must have 5 mastered Jutsu of an element in order to Scribe jutsu of that element.
- When attempting to Seal, the user makes a Ninjutsu Check against the target to determine if the jutsu is sealed or not.
- For every Level Below 4, the user gains +.5 to their Seal attempt. For every level a jutsu is above 4, they lose -.5 to their attempt.
- If the user fails, they are Auto-hit by the Jutsu and take +10% damage due to taking the hit head on. In addition, the scroll used in this process is destroyed.
- Once sealed, the jutsu may be released for .5 Ap. This jutsu does not gain any buffs other than the ones it was originally used with.
- Scrolls may only be used to store jutsu once, and become useless after releasing a stored jutsu.
- Handseal Knowledge grants the user +2 to their Ninjutsu Check if they successfully recognize which element is used.
-Cost: Cost of Sealed Jutsu +20% to Seal. 75 Cp per Jutsu Level to Release.
Wall of Spirits
-Prereqs: Ninjutsu 115, Chakra Control 110
-Currently at: Master Rank 3:
Rank 1: Creates a barrier taking 1030 damage per round, regenerating 200 HP to up to 1 person within the barrier.
Rank 2: Creates a barrier taking 1280 damage per round, regenerating 250 HP to up to 2 people within the barrier.
Rank 3: Creates a barrier taking 1540 damage per round, regenerating 300 HP to up to 3 people within the barrier.
Note:
- Only one barrier may be active at a time.
- The wall regains 300 HP per round
- Jutsu that do enough damage to break it carry over the remaining damage through the barrier at -2 accuracy.
- Genjutsu cannot pass through the barrier.
-Rank 1 Cost: 345 Cp to initiate, 165 Cp/Rnd.
-Rank 2 Cost: 430 Cp to initiate, 200 Cp/Rnd.
-Rank 3 Cost: 520 Cp to initiate, 250 Cp/Rnd.
Barrier
-Prereqs: Ninjutsu: 150, Chakra Control: 140, Wall of Spirits mastered
-Currently at: Rank 1:
Rank 1: Creates a barrier that defends the user or an ally against up to 1260 damage. The protected is protected against all Genjutsu and may not attack someone from inside of the barrier.
Rank 2: Creates a barrier that defends the user or an ally against up to 1580 damage. The protected is protected against all Genjutsu and may not attack someone from inside of the barrier.
Rank 3: Creates a barrier that defends the user or an ally against up to 1900 damage. The protected is protected against all Genjutsu and may not attack someone from inside of the barrier.
Special Action: By Paying 1 Ap and the maintain cost, the user may restore the barrier's hp by 50%. This can only be done when it is used on themselves. May only be used once.
Note:
- This does not cancel Genjutsu already in effect.
-Rank 1 Cost: 500 Cp to initiate, 250 Cp/Rnd.
-Rank 2 Cost: 620 Cp to initiate, 300 Cp/Rnd.
-Rank 3 Cost: 740 Cp to initiate, 350 Cp/Rnd.
Note:
- Does not stack upon itself.
- If used on an enemy, this uses -3 Ninjutsu Accuracy. They do not Recover Hp.
- Barrier Hp may be increased with Ninjutsu buffs, Restored Hp may be increased by medical buffs.
- The barrier fully recovers Hp at the start of each round.
- This barrier does not affect Genjutsu or Ninjutsu already in effect.
Taijutsu (Buff)
Take Aim
-Prereqs: Taijutsu 5
-Currently at: Rank 1: Next action gains + .5 Accuracy.
-Cost: 30 CP
Rush
-Prereqs: Taijutsu 5
-Currently at: Master Rank 3: Next physical action gains +2 Accuracy at -10% Damage.
-Cost: 30 CP
Charge
-Prereqs: Taijutsu 5
-Currently at: Rank 1: Next physical action deals damage to a 5x5 Area.
- Special Action: The user may increase the AP of this jutsu by +.25 AP to add an additional +5x5 Feet and +.5 Accuracy to their next attack. This may be done up to twice.
-Cost: 30 CP
Breath Control
-Prereqs: Taijutsu 15
-Currently at: Master Rank 3: Cumulative Exhaustion gained during the round is reduced by 30% while active.
-Cost: 45 CP, and for every round maintained
Shadow Leap
-Prereqs: Taijutsu 15
-Currently at: Rank 1: User Gains +1 dodge Against one technique, and -2 Dodge to all techniques after that until after the users next action. The user’s next physical attack deals +5% damage.
Note:
- Can be used reflexively
- Damage buff only applies to Taijutsu. Should the user make a different action, the buff is wasted.
-Cost: 45 CP.
Speed Boost
-Prereqs: Taijutsu 40
-Currently at: Master Rank 3: +5% Auto-Dodge, +1 Dodge against called shots
-Cost: 150 CP, 75 CP per round.
Chakra Extension
-Prereqs: Taijutsu 55, Chakra Control 60
-Currently at: Master Rank 3: All strikes gain +1 Accuracy and +5% Damage, Partial hits deal +15% Damage.
Note:
- Can only be used with Melee Weapons not ranged.
- Partial hits cannot surpass 100% Damage (A full hit).
Cost: 160 Chakra per round.
Eye Of The Tiger
-Prereqs: Taijutsu 55
-Currently at: Rank 1: +2 Dodge for the remainder of the round. Partial hit damage is reduced by 20%, If an attack is fully dodged the user gains +1 Accuracy.
- Can only be used once every other round.
- Accuracy Bonus only applies to the user’s next action. Cannot Stack beyond +2.
-Cost: 160 CP
Shadow Dance
-Prereqs: Taijutsu 85
-Currently at: Rank 3: The user moves quickly and appears behind the target within 12 feet, having their next action treated as a Sneak Attack with a 5% chance of Auto-hitting.
-Special Action: This can be used reflexively, giving the user +2 Dodge. If they are hit, they do not gain any further bonuses from this jutsu.
Note:
- This can only be done with Taijutsu, A Ninjutsu would alert the target.
- Because of the quick speed, the user does not suffer a stealth penalty from performing a melee attack.
- Either way, the user is not in stealth mode whether they succeed a Stealth check or not.
-Cost: 320 CP
Taijutsu (Unarmed)
Uncalled-for-Shot
-Prereqs: Taijutsu 5, Unarmed
-Currently at: Master Rank 3: +10% Chance of suppression.
-Cost: 45 CP
Dynamic Entry
-Prereqs: Taijutsu 15, Unarmed
-Currently at: Master Rank 3: Strikes at 210% Damage at +2 Accuracy.
-Cost: 45 CP
Dynamic Finish
-Prereqs: Taijutsu 15, unarmed
-Currently at: Master Rank 3: Two Strikes at 105% Damage and +2 Accuracy.
-Cost: 45 CP
Tenderizing Combo
-Prereqs: Taijutsu 55, Uncalled-for Strike Mastered
-Currently at: Master Rank 3: User Strikes 4 times at 120% Damage at +2 Accuracy.
Note:
- Each hit gives the target -.5 Dodge to the next strike aimed at them after this jutsu.
-Cost: 160 CP
Spinning Wind
-Prereqs: Taijutsu 40, Unarmed.
-Currently at: Master Rank 3: Strikes three times at 140% Damage and +2 Accuracy.
-Cost: 150 CP
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Mednin (Ninjutsu)
Mystical Hand
-Prereqs: Chakra Control 80
-Currently at: Rank 1:
Rank 1: Restores 610 Hp.
Rank 2: Restores 765 Hp.
Master Rank: Restores 920 Hp.
-Rank 1 Cost: 240 CP
-Rank 2 Cost: 300 CP
-Rank 3 Cost: 360 CP
Ninjutsu (Water)
Splash
-Prereqs: Ninjutsu 10
-Currently at: Master Rank 3:
Rank 1: The user flicks their hand, creating a splash of water that deals 80 damage at +1 accuracy
Rank 2: The user flicks their hand, creating a splash of water that deals 100 damage at +1 accuracy
Rank 3: The user flicks their hand, creating a splash of water that deals 120 damage at +1 accuracy
-Rank 1 Cost: 25 CP to initiate
-Rank 2 Cost: 30 CP to initiate
-Rank 3 Cost: 40 CP to initiate
Hydro Wave
-Prereqs: Ninjutsu 60, Chakra Control 40, Splash mastered
-Currently at: Master Rank 3:
Rank 1: Creates a 8x8 wave that deals 475 damage at -.5 accuracy to those hit by it. The wave has a 10% chance of suppression.
Rank 2: Creates a 10x10 wave that deals 595 damage to those hit by it. The wave has a 12% chance of suppression.
Rank 3: Creates a 12x12 wave that deals 710 damage at +.5 accuracy to those hit by it. The wave has a 14% chance of suppression.
-Rank 1 Cost: 200 CP to initiate
-Rank 2 Cost: 250 CP to initiate
-Rank 3 Cost: 300 CP to initiate
Aqua Fang
-Prereqs: Ninjutsu 60, Chakra Control 40
-Currently at: Master Rank 3:
Rank 1: Creates a sharp tendril of spiraling water, that deals 490 piercing damage at +1 accuracy that has a +4% chance to cause Bleeding.
Rank 2: Creates a sharp tendril of spiraling water, that deals 610 piercing damage at +1 accuracy that has a +6% chance to cause Bleeding.
Rank 3: Creates a sharp tendril of spiraling water, that deals 730 piercing damage at +1 accuracy that has a +8% chance to cause bleeding.
-Rank 1 Cost: 160 CP to initiate
-Rank 2 Cost: 200 CP to initiate
-Rank 3 Cost: 240 CP to initiate
Water Sphere
-Prereqs: Ninjutsu 60, Chakra Control 40
-Currently at: Master Rank 3:
Rank 1: Shoots a ball of concussive water that explodes on contact, dealing 550 damage and pushing the target back 8 feet.
Rank 2: Shoots a ball of concussive water that explodes on contact, dealing 670 damage and pushing the target back 10 feet.
Rank 3: Shoots a ball of concussive water that explodes on contact, dealing 810 damage and pushing the target back 12 feet.
-Rank 1 Cost: 180 CP to initiate
-Rank 2 Cost: 230 CP to initiate
-Rank 3 Cost: 270 CP to initiate
Water Prison
-Prereqs: Ninjutsu 60, Chakra Control 50
-Currently at: Master Rank 3:
Rank 1: Creates a sphere of water that binds the enemy at -4 accuracy. While bound, the victim has -2 Accuracy and -20% damage due to the pressurized prison. Target has a 40% chance per round to escape.
Rank 2: Creates a sphere of water that binds the enemy at -3.5 accuracy. While bound, the victim has -3 Accuracy and -25% damage due to the pressurized prison. Target has a 35% chance per round to escape.
Rank 3: Creates a sphere of water that binds the enemy at -3 accuracy. While bound, the victim has -4 Accuracy and -30% damage due to the pressurized prison. Target has a 30% chance per round to escape.
-Rank 1 Cost: 220 CP to initiate, 100 CP/rnd
-Rank 2 Cost: 280 CP to initiate, 130 CP/rnd
-Rank 3 Cost: 330 CP to initiate, 160 CP/rnd
Aqua Twin Fang
-Prereqs: Ninjutsu: 80, Chakra Control: 60, Aqua Fang Mastered
-Currently at: Master Rank 3:
Rank 1: Creates two tendrils of spiraling water, each dealing 325 piercing damage at +1 accuracy.
Rank 2: Creates two tendrils of spiraling water, each dealing 410 piercing damage at +1 accuracy.
Rank 3: Creates two tendrils of spiraling water, each dealing 490 piercing damage at +1 accuracy.
Note:
-This technique ignores up to 10% Damage Reduction, and gains +15% Damage against barriers or shields.
-Rank 1 Cost: 220 CP to initiate
-Rank 2 Cost: 270 CP to initiate
-Rank 3 Cost: 330 CP to initiate
Violent Water Wave
-Prereqs: Ninjutsu 80, Chakra Control 55
-Currently at: Master Rank 3:
Rank 1: The user blows a wave of water, dealing 790 damage at -1 accuracy. The wave knocks back the target 8 feet, and has a 14% chance of Suppression.
Rank 2: The user blows a wave of water, dealing 990 damage at -1 accuracy. The wave knocks back the target 10 feet, and has a 17% chance of Suppression.
Rank 3: The user blows a wave of water, dealing 1190 damage at -1 accuracy. The wave knocks back the target 12 feet, and has a 20% chance of Suppression.
Note:
- By increasing the chakra cost by +10%, the user may add +2% chance of suppression and +3 feet of knockback. This may be done up to three times.
- Should the user increase this jutsus strength fully, it gains +1 Accuracy.
-Rank 1 Cost: 260 CP to initiate
-Rank 2 Cost: 330 CP to initiate
-Rank 3 Cost: 400 CP to initiate
Hydro Blast
-Prereqs: Ninjutsu 115, Chakra Control 85
-Currently at: Master Rank 3:
-Rank 1: Releases condensed water in an explosive blast of water in a 9x9 area in front of the user, dealing 830 damage at +1 Accuracy with a 12% chance to cause suppression.
-Rank 2: Releases condensed water in an explosive blast of water in a 12x12 area in front of the user, dealing 1035 damage at +1.5 Accuracy with a 14% chance to cause suppression.
-Rank 3: Releases condensed water in an explosive blast of water in a 15x15 area in front of the user, dealing 1240 damage at +2 Accuracy with a 16% chance to cause suppression.
Note:
- This jutsu may automatically target two targets.
- Upon a critical hit, Suppression is Automatic.
- If used at Melee range (Using Melee Accuracy), this technique gains +2 Critical and +4% chance of suppression.
-Rank 1 Cost: 350 CP to initiate
-Rank 2 Cost: 430 CP to initiate
-Rank 3 Cost: 520 CP to initiate
Water Clone
-Prereqs: Ninjutsu 115, Chakra Control 110
-Currently at: Master Rank 3:
Rank 1: Creates a clone of water that has -9 to secondaries. The clone has Hp and Cp equal to 10% of the users Max Cp, and can use level 1-3 water jutsu at rank 1.
Rank 2: Creates up to two clones of water that have -8 to secondaries. The clone has HP and CP equal to 15% of the user’s max CP divided into each clone, and can use level 1-4 water jutsu at rank 1.
Rank 3: Creates up to three clones of water that have -7 to secondaries. The clone has HP and CP equal to 20% of the user’s max CP divided into each clone, and can use level 1-4 water jutsu at rank 2.
Note:
- All clones have 1/4 of the users AP. Lowest AP can go is .5 AP.
- Once clones run out of Chakra, they disperse.
- The amount of Max Cp is split into however many clones are created. At rank three, each clone would not have 20%, but the t20% would be divided equally.
- Casting this jutsu while it is already active will remove all current water clones from play.
-Rank 1 Cost: 380 CP to initiate, 180 CP/rnd
-Rank 2 Cost: 470 CP to initiate, 225 CP/rnd
-Rank 3 Cost: 570 CP to initiate, 270 CP/rnd
Erupting Geyser
-Prereqs: Ninjutsu 150, Chakra Control 120
-Currently at: Rank 1:
Rank 1: Creates a geyser that shoots from the ground beneath a target, dealing 1350 damage at +1 accuracy and launches them 12 feet into the air. Victim has -1 dodge to the next technique aimed at them.
Rank 2: Creates a geyser that shoots from the ground beneath a target, dealing 1520 damage at +1 accuracy and launches them 16 feet into the air. Victim has -1.5 dodge to the next technique aimed at them.
Rank 3: Creates a geyser that shoots from the ground beneath a target, dealing 1820 damage at +1 accuracy and launches them 20 feet into the air. Victim has -2 dodge to the next technique aimed at them.
Special Action</U><i></i>: By increasing chakra cost by +15%, the user may add an additional +4 feet and -.5 dodge debuff to this technique, this may stack up to twice.
Note:
- The user may immediately follow up with any mastered water jutsu for full Ap and Cp cost, but it is modded directly after this technique.
Rank 1 Cost: 410 CP to initiate
Rank 2 Cost: 510 CP to initiate
Rank 3 Cost: 610 CP to initiate
<U>Water Shark Bomb
-Prereqs: Ninjutsu 150, Chakra Control 120
-Currently at: Rank 1:
Rank 1: Creates a large shark out of water that charges into a target and explodes, dealing 1190 damage to a 12x12 area. Has a 12% chance of suppression.
Rank 2: Creates a large shark out of water that charges into a target and explodes, dealing 1485 damage at +.5 accuracy to a 15x15 area. Has a 16% chance of suppression.
Rank 3: Creates a large shark out of water that charges into a target and explodes, dealing 1780 damage at +1 accuracy to a 18x18 area. Has a 20% chance of suppression.
Note:
- This jutsu may automatically target two targets.
-Rank 1 Cost: 500 CP to initiate
-Rank 2 Cost: 630 CP to initiate
-Rank 3 Cost: 750 CP to initiate
Impaling Hydro Jet
-Prereqs: Ninjutsu 150, Chakra Control 120
-Currently at: Rank 1:
Rank 1: The user blows a pressurized jet of water that deals 1350 slashing damage.
Rank 2: The user blows a pressurized jet of water that deals 1680 slashing damage.
Rank 3: The user blows a pressurized jet of water that deals 2020 slashing damage.
Note:
- This may be used as a called shot, having a 60% chance to cause a sprain, 45% chance to cause a fracture, and 30% chance to cause a Break.
-Rank 1 Cost: 450 CP to initiate
-Rank 2 Cost: 560 CP to initiate
-Rank 3 Cost: 675 CP to initiate
Rain Dance
-Prereqs: Ninjutsu 150, Chakra Control 140
-Currently at: Rank 1:
Rank 1: Creates a small rain shower in the area, giving all Water jutsu -5% chakra cost and reducing Fire Damage by -5%. Additionally, Lightning jutsu gain +5% damage but have a 30% chance of dealing a 10% backlash to the user, and Sand Jutsu deal +5% more damage and cost +10% more Chakra.
Rank 2: Creates a heavy downpour in the area, giving all Water jutsu -10% chakra cost. Fire Damage is reduced by 10%. Additionally, Lightning jutsu gain +7% damage but have a 35% chance of dealing a 15% backlash to the user, and Sand Jutsu deal +10% more damage and cost +15% more Chakra.
Rank 3: Creates a raging storm in the area, giving all Water jutsu -10% chakra cost and +4 Feet for AoE. Fire Damage is reduced by 10% and AoE are shrunk by 3 feet. Additionally, Lightning jutsu gain +10% damage but have a 40% chance of dealing 20% backlash to the user, and Sand Jutsu deal +10% more damage and cost +20% more Chakra.
Note:
- Does not Stack.
-Rank 1 Cost: 500 CP to initiate, 240 Cp/Rnd.
-Rank 2 Cost: 620 CP to initiate, 300 Cp/Rnd.
-Rank 3 Cost: 740 CP to initiate, 350 Cp/Rnd.
Ninjutsu (Earth)
Earth Spit
-Prereqs: Ninjutsu 30, Chakra Control 15
-Currently at: Rank 1:
Rank 1: Condenses chakra into a thick mud, spitting it at the target dealing 250 Damage at +1 Accuracy.
Rank 2: Condenses chakra into a thick mud, spitting it at the target dealing 310 Damage at +1 Accuracy.
Rank 3: Condenses chakra into a thick mud, spitting it at the target dealing 370 Damage at +1 Accuracy.
-Rank 1 Cost: 80 CP to initiate
-Rank 2 Cost: 100 CP to initiate
-Rank 3 Cost: 120 CP to initiate
Boulder Crest
-Prereqs: Ninjutsu 30, Chakra Control 15
-Currently at: Rank 1:
Rank 1: Launches a Boulder that does a base damage of 100 and shatters into 4 pieces doing 50 damage at -1 accuracy.
Rank 2: Launches a Boulder that does a base damage of 150 and shatters into 6 pieces doing 35 damage at -1 accuracy.
Rank 3: Launches a Boulder that does a base damage of 170 and shatters into 8 pieces doing 35 damage at -1 accuracy.
-Rank 1 Cost: 100 CP to initiate
-Rank 2 Cost: 120 CP to initiate
-Rank 3 Cost: 150 CP to initiate
Fissure
-Prereqs: Ninjutsu 60, Chakra Control 40
-Currently at: Master Rank 3:
Rank 1: The user strikes the ground, creating a 4x4 foot hole. Those within take 430 damage at +.5 Accuracy from the sudden fall.
Rank 2: The user strikes the ground, creating a 7x7 foot hole. Those within take 540 damage +1 Accuracy from the sudden fall.
Rank 3: The user strikes the ground, creating a 10x10 foot hole. Those within take 650 damage +1.5 Accuracy from the sudden fall.
Note:
- Those within have -1 Dodge from the next technique aimed at them due to being within the hole.
-Rank 1 Cost: 180 CP to initiate
-Rank 2 Cost: 230 CP to initiate
-Rank 3 Cost: 270 CP to initiate
Mud Clone
-Prereqs: Ninjutsu: 80, Chakra Control 75
-Currently at: Rank 1:
Rank 1: Creates up to 2 Mud Clones with -10 to dodge, and -4 to accuracy.
Rank 2: Creates up to 4 Mud Clones with -9 to dodge, and -3 to accuracy.
Rank 3: Creates up to 6 Mud clones with -8 to dodge, and -2 to accuracy.
-Special Action: Clones can attempt to tackle the opponent and cover the opponent in mud, inflicting -.5 dodge. Upon a successful hit, the clones disperse and will not regenerate the next round.
Note:
- Jutsu can only be maintained for two Rounds.
- When hit, A Clone will disperse into mud and regenerate at the start of the next round, unless hit with a physical attack in which the user gains -.5 dodge, but destroys the clone permanently.
- Dodge Debuff lasts two rounds, and does not stack higher than -3 Dodge.
-Rank 1 Cost: 130 CP per clone to initiate. 65 per clone a round
-Rank 2 Cost: 80 CP per clone to initiate. 40 per clone a round.
-Rank 3 Cost: 65 CP per clone to initiate. 30 per clone a round.
Grime Missiles
-Prereqs: Ninjutsu: 80 , Chakra Control 55
-Currently at: Master Rank 3:
Rank 1: Creates a tendril of mud that deals 720 damage and causes -1 dodge to the next technique aimed at the victim.
Rank 2: Creates a tendril of mud that deals 900 damage and causes -1.5 dodge to the next technique aimed at the victim.
Rank 3: Creates a tendril of mud that deals 1080 damage and causes -2 dodge to the next technique aimed at the victim.
-Rank 1 Cost: 240 CP to initiate
-Rank 2 Cost: 300 CP to initiate
-Rank 3 Cost: 360 CP to initiate
Rising Stone Crusher
-Prereqs: Ninjutsu: 115 , Chakra Control 90
-Currently at: Master Rank 3:
Rank 1: Launches a large slab of rock towards a target at high speed, dealing 750 damage at +1 Accuracy with a 10% chance to cause suppression.
Rank 2: Launches a large slab of rock towards a target at high speed, dealing 930 damage at +1 Accuracy with a 13% chance to cause suppression.
Rank 3: Launches a large slab of rock towards a target at high speed, dealing 1120 damage at +1 Accuracy with a 16% chance to cause suppression.
Special Action: This jutsu may be used to shield the user from harm behind a wall of stone. Doing so Blocks damage equal to 90% of its attack strength, and the user has +1 Dodge against leftover damage.
Note:
- This may be used as a called shot, taking on called shot penalties.
- If used as a called shot, the base damage is treated as if 230.
-Rank 1 Cost: 250 CP to initiate
-Rank 2 Cost: 310 CP to initiate
-Rank 3 Cost: 375 CP to initiate
Inner Earth Reflection Lure
-Prereqs: Ninjutsu: 115, Chakra Control 115
-Currently at: Rank 1:
Rank 1: User sinks into the ground, attempting to initiate Stealth Mode. User is treated as if in Heavy Cover during this time until they attack or are exposed.
Rank 2: User sinks into the ground, attempting to initiate Stealth Mode. User is treated as if in Heavy Cover with +1 Stealth during this time until they attack or are exposed.
Rank 3: User sinks into the ground, attempting to initiate Stealth Mode. User is treated as if in Heavy Cover with +2 Stealth during this time until they attack or are exposed.
Note:
- Once the user attacks, this technique is dispelled.
- If attacked, a jutsu must deal more than 1500 damage to penetrate the ground and reveal the user's location.
-Rank 1 Cost: 380 CP to initiate, 180 CP/rnd
-Rank 2 Cost: 475 CP to initiate, 225 CP/rnd
-Rank 3 Cost: 570 CP to initiate, 270 CP/rnd
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General Description:
Akihana Mizuki is a beautiful blossoming child. Her appearance is earthly and autumn in nature. At the age of ten Mizuki seems to be sprouting up faster than the other little girls. Her deeply tan, fawn brown complexion makes her stick out a little more amongst the crowd. Ribbons adorn her dark chocolate curls and natural auburn and bronze highlights ride the crown of her head. Her slight rounded face is accented by dimples, as well as an ash grey left eye from her father and an emerald grey right eye from her grandfather. Sneaking out has started to tone her soft frame as she loves outdoor activity.
A bit of a tomboy and nature lover Mizuki likes to get her hands dirty. Climbing trees and hanging upside down is one of her favorite past times. She is very well grounded and even tempered. As her flowering appearance implies she opens up to most that appear trustworthy. And though not exactly afraid of boys, her interactions seem bashful and harsh to them. One can easily tell Mizuki isn't afraid of a fight. Still at her young age, she is slow to place her hands on others out of anger. Her softer side is portrayed predominately through thoughts of her sister Izumi. Some things make her weepy eyed in a longing yet prideful way concerning her missing sister. Trees have been known to blossom after Mizuki spends time reminiscing them. Izumi is the main reason she seeks to study at the academy.
After a year’s time passes Mizuki was amazed at how much she has changed. She finds that more of her time is spent developing herself than lazing about. Her hopes on finding her sister are looking more like the ground work for plans, and fact finding missions. For every new skill she masters she finds new situations that are increasingly more difficult and puzzling. The dark ninja girl is now a proud Genin and Seeks to gain Med Ninja status. After a meeting with grandpa Meigetsu and discovering her Kyoubaku bloodline, Mizuki trains even harder. Ninjutsu have become her strength over Taijutsu but she dares not neglect it for fear of close quarter combat. All in all she's grown very infinitely more skillful and wiser, though not so much taller.
History:
Akihana Mizuki is surrounded by a loving family. Mizuki is the female image of her father just short of her right eye having a very mystic emerald hue. Being daddy's girl they share often and she usually runs to him with her problems. Mizuki is yet, very fond of her mother, Jun, though not so much the strict rigidity of her control. Jun’s orphan childhood makes her over precautious and over protective. Needless to say they fight, which often encourages Mizuki to become lost for a few hours. This drives Jun insane, but even after their worst arguments they find ways to make up.
In Mizuki’s eyes nothing is more treasured than her time spent with either of her Granddad "Mei Mei" or Izumi-chan. Meigetsu, or Granddad Mei Mei as Mizuki would say, gave Mizuki her love for plants and nature. His natural green thumb is what has made his family prosperous. A very honest and open person his life before moving to Japan is only hinted to in short broken tales. Izumi, five years Mizuki’s elder, was patient and careful until her disappearance. Izumi is very proper and feminine and figures her little sister's roughness comes from their mother Jun. She was as protective as only an older sis could be. The incident surrounding her disappearance is very suspicious. As the Akihana family was ending their family trip to Heavenly Springs Park a sudden earthquake erupted. Lots of people were hurt, but only law enforcement was killed. All of those that went missing happened to be females between 14 and 29, except for Izumi the overdeveloped 13 year old.
Following the unfortunate vacation mishap, Jun turned into a warden denying Mizuki’s adventurous nature its due process. Behind this unbearable treatment for a year Mizuki was starting to hang with a bad crowd. Mizu who saw this decided to be proactive and ensure she be better able to defend herself. His paternal instincts felt that this time they should be proactive against the unexpected. He already knew of her desire to go to the academy, and gave her permission as a tenth birthday present. Mizu knows Jun will pretest so he signed her up anyway and prepared himself to weather the storm of arguing that will ensue.
Known Family:
Akihana Meigetsu (paternal grandfather)
Kyoumechi Fumi (paternal grandmother) died in child birth
Akihana Nowaku (1st born uncle)
Akihana Ichiro (2nd born uncle) still born
Akihana Mizu (3rd born son, father)
Haru Jun (orphaned mother)
Akihana Izumi (1st born sister) missing