Earthborn Core Ability: 20/20
Ground Impact - Passive (3 points)
Restriction- C Rank and up
By disrupting the ground when calling upon the earth for doton jutsu, the Earthborn causes the ground to shake and roll beneath the enemy’s feet. These impacts seem as small tremors, disrupting both steps and fine movement.
Effect: Earth based Jutsu inflict a -1 Dodge and Accuracy penalty to the target for the remainder of the round, stacking twice upon a single target. This requires a successful Ninjutsu Check between the user and the victim to be effective. Earth Based Jutsu used on a target underground also deal damage equal to 15% of the Jutsu’s Cost. This does not affect other Earthborn.
Care of the Earth - Passive (3 points)
Restriction- C Rank and up
Due to their bond with the earth, as long as an Earthborn ninja is on the ground, they become tireless, constantly regaining strength. Their ability to absorb energy from the earth itself, their ability to do so is increased when nestled in it.
Effect: When standing on the ground, the user gains back 5% of their max HP per round and exhaust a little slower. This does not work when held off the ground, in trees, in the upper stories of buildings, while swimming, etc. Regeneration becomes 6% when underground.
Wrath of Earth - Dependent Special Move (2 points)
Restriction- C Rank and up
Through their bond, the Earthborn calls upon the power of the earth, summoning strength before hitting with one devastating blow with all the fury of the ground. This takes them some time to perform, but the end result can be devastating.
Effect: For every .5 AP added to the cast of an Earth jutsu, the user adds 10% damage to it. This damage may bypass caps. May not add more than 3 AP this way. Can only be used once every other round. Attacks altered this way cannot critical and cannot be used as Called Shots.
Gaia Style - Style (2 points)
The earth grants the Earthborn a great deal of their strength, and they can channel this into an effective form of protection. Gaia Style is truly the power of the earth incarnate, shielding the user from harsh blows but impeding their movement.
Effect: While active, user takes -20% damage from direct attacks, but suffers from -2 dodge. Earthen Barrier protects against damage equal to 75% of the chakra used. Exhausts user at a below average rate.
Note: Like any other fighting style, this can be turned on or off at the user’s discretion or lack thereof. Counts as a Chakra Style.
Earth Rage - Dependent Special Move (3 points)
When they are suffering, the earth assists the user to strike harder with impressive force that belies the power of their element. The strength that an Earthborn exhibits when mad is truly a thing which must be seen to be believed.
Effect: When at under 25% max HP, an Earth jutsu can be charged for an extra 1.5x CP in order to do 1.5x damage. Can only be used twice per battle.
Terran - Boost (1 point) x3
Restriction- Can be purchased three times
Earthborns' natural connection with the earth causes their abilities with it to be heightened and empowered. An Earthborn with this skill will find their Earth jutsu more effective than others', and themselves with an inner peace.
Effect: +5% Earth jutsu damage.
Earth Sense - Passive (2 points)
The Earthborn is vastly more in tune with the ground under their feet than anyone else is, allowing them to sense things through it that no one else can. It is very difficult to fool one of these people while you are both standing on their native element, owing to the power of the earth itself aiding them.
Effect: The user gains +2 Awareness, and +2 to Gen Save against all Kinetic Genjutsu. User can see through Illusory Clones.
Stone Tomb - Jutsu (1 point, 1 to rank up)
Restriction- A-Rank and up
The power of earth can be used to protect or to destroy. This jutsu is the epitome of that, summoning a giant enclosure of stone to trap the enemy or protect the user--or perhaps shield a wounded ally.
Rank 1: Summons a giant enclosure of stone that traps the enemy at -4 accuracy. Tomb walls have 8,000HP, regenerating 1000HP/round, deal 5% reflect damage to any unarmed melee attacker due to their hardness, and take 50% damage from fire, lightning, and wind jutsu. Cannot be teleported out of or into by use of jutsu. Can either heal 800HP/round with positive energy or deal 1000 damage/round with negative energy (counts as earth element damage).
Rank 2: Summons a giant enclosure of stone that traps the enemy at -3 accuracy. Tomb walls have 10,000HP, regenerating 1200HP/round, deal 5% reflect damage to any unarmed melee attacker due to their hardness, and take 40% damage from fire, lightning, and wind jutsu. Cannot be teleported out of or into by use of jutsu. Can either heal 1000HP/round with positive energy or deal 1200 damage/round with negative energy (counts as earth element damage).
Cost: 3,000 Cp and 3 AP to initiate; 1000 CP/Rnd to maintain
Restriction- C Rank and up
By disrupting the ground when calling upon the earth for doton jutsu, the Earthborn causes the ground to shake and roll beneath the enemy’s feet. These impacts seem as small tremors, disrupting both steps and fine movement.
Effect: Earth based Jutsu inflict a -1 Dodge and Accuracy penalty to the target for the remainder of the round, stacking twice upon a single target. This requires a successful Ninjutsu Check between the user and the victim to be effective. Earth Based Jutsu used on a target underground also deal damage equal to 15% of the Jutsu’s Cost. This does not affect other Earthborn.
Care of the Earth - Passive (3 points)
Restriction- C Rank and up
Due to their bond with the earth, as long as an Earthborn ninja is on the ground, they become tireless, constantly regaining strength. Their ability to absorb energy from the earth itself, their ability to do so is increased when nestled in it.
Effect: When standing on the ground, the user gains back 5% of their max HP per round and exhaust a little slower. This does not work when held off the ground, in trees, in the upper stories of buildings, while swimming, etc. Regeneration becomes 6% when underground.
Wrath of Earth - Dependent Special Move (2 points)
Restriction- C Rank and up
Through their bond, the Earthborn calls upon the power of the earth, summoning strength before hitting with one devastating blow with all the fury of the ground. This takes them some time to perform, but the end result can be devastating.
Effect: For every .5 AP added to the cast of an Earth jutsu, the user adds 10% damage to it. This damage may bypass caps. May not add more than 3 AP this way. Can only be used once every other round. Attacks altered this way cannot critical and cannot be used as Called Shots.
Gaia Style - Style (2 points)
The earth grants the Earthborn a great deal of their strength, and they can channel this into an effective form of protection. Gaia Style is truly the power of the earth incarnate, shielding the user from harsh blows but impeding their movement.
Effect: While active, user takes -20% damage from direct attacks, but suffers from -2 dodge. Earthen Barrier protects against damage equal to 75% of the chakra used. Exhausts user at a below average rate.
Note: Like any other fighting style, this can be turned on or off at the user’s discretion or lack thereof. Counts as a Chakra Style.
Earth Rage - Dependent Special Move (3 points)
When they are suffering, the earth assists the user to strike harder with impressive force that belies the power of their element. The strength that an Earthborn exhibits when mad is truly a thing which must be seen to be believed.
Effect: When at under 25% max HP, an Earth jutsu can be charged for an extra 1.5x CP in order to do 1.5x damage. Can only be used twice per battle.
Terran - Boost (1 point) x3
Restriction- Can be purchased three times
Earthborns' natural connection with the earth causes their abilities with it to be heightened and empowered. An Earthborn with this skill will find their Earth jutsu more effective than others', and themselves with an inner peace.
Effect: +5% Earth jutsu damage.
Earth Sense - Passive (2 points)
The Earthborn is vastly more in tune with the ground under their feet than anyone else is, allowing them to sense things through it that no one else can. It is very difficult to fool one of these people while you are both standing on their native element, owing to the power of the earth itself aiding them.
Effect: The user gains +2 Awareness, and +2 to Gen Save against all Kinetic Genjutsu. User can see through Illusory Clones.
Stone Tomb - Jutsu (1 point, 1 to rank up)
Restriction- A-Rank and up
The power of earth can be used to protect or to destroy. This jutsu is the epitome of that, summoning a giant enclosure of stone to trap the enemy or protect the user--or perhaps shield a wounded ally.
Rank 1: Summons a giant enclosure of stone that traps the enemy at -4 accuracy. Tomb walls have 8,000HP, regenerating 1000HP/round, deal 5% reflect damage to any unarmed melee attacker due to their hardness, and take 50% damage from fire, lightning, and wind jutsu. Cannot be teleported out of or into by use of jutsu. Can either heal 800HP/round with positive energy or deal 1000 damage/round with negative energy (counts as earth element damage).
Rank 2: Summons a giant enclosure of stone that traps the enemy at -3 accuracy. Tomb walls have 10,000HP, regenerating 1200HP/round, deal 5% reflect damage to any unarmed melee attacker due to their hardness, and take 40% damage from fire, lightning, and wind jutsu. Cannot be teleported out of or into by use of jutsu. Can either heal 1000HP/round with positive energy or deal 1200 damage/round with negative energy (counts as earth element damage).
Cost: 3,000 Cp and 3 AP to initiate; 1000 CP/Rnd to maintain
