Character Name: Kioku Kasure
Elemental Sage
HP: (50+lvl) x stamina
CP: (50+lvl) x chakra control
Class Bonus: Kinjutsu
OOC Rank: B
Bloodline/Core Ability: Empathetic
Core Ability Choices:
Empathy Scan (2 Points)
Emotion Barrier (2 Points)
Pacify (2 Points)
Natural Empathy x2 (2 Points)
Compassionate (2 Points)
Emotional Torque (3 Points)
Sentimental (2 Points)
Inner Passion (3 Points)
Spiritual Anguish (2 Points)
Kinjutsu: Rikudo Sennin
Curse Seals: None
Advanced Shop Battle Related Purchases: None
Abilities:
0. Journeyman
1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
Major Affinities:
1. Non-elemental
2. Water
3. Earth
4. Fire
5.
6.
Minor Affinities:
1. Non-elemental
2. Lightning
3. Water
4. Earth
5. Fire
6. Wind
7.
8.
Advanced Elements:
1.
2.
3.
4.
Weapons: None
Contracts: None
Elemental Sage
HP: (50+lvl) x stamina
CP: (50+lvl) x chakra control
Class Bonus: Kinjutsu
- High: Ninjutsu Accuracy
Average: Evasion (Dodge), Genjutsu Save, Genjutsu Difficulty, Melee Accuracy.
Low: Puppet Accuracy, Ranged Accuracy.
OOC Rank: B
Bloodline/Core Ability: Empathetic
Core Ability Choices:
Empathy Scan (2 Points)
Emotion Barrier (2 Points)
Pacify (2 Points)
Natural Empathy x2 (2 Points)
Compassionate (2 Points)
Emotional Torque (3 Points)
Sentimental (2 Points)
Inner Passion (3 Points)
Spiritual Anguish (2 Points)
Kinjutsu: Rikudo Sennin
Master Water Manipulation</U><i></i> - Passive (3 points)
Restriction- C Rank and up
Master water adepts can generate water no matter where they are using any of their chakra, not just their special reserves; this makes their water jutsu more powerful than that of any other shinobi.
Effect: +15% Water Damage
Pressurize<i></i> - Dependent Special Move (3 points)
Water is a curious thing; depending on the volume and pressure it can be a pleasant shower or a viscous Tsunami. This skill allows water users to boost the strength of their techniques by condensing the pressure tremendously; with an impact strong enough to pierce through even boulders.
Effect: The user may allow a single Water-based Jutsu to go through barriers to damage targets on the other side normally as well as damaging the barriers. If the user criticals with this jutsu, the barrier receives 3x damage. A specific target may only have this used against them once every other round.
Liquid Efficiency<i></i> - Boost (1 point) (3 Times)
Water is not always a luxury that is at hand. Vital as it is, conservation of water is essential, especially for one whose powers come from it. Water adepts with this ability can spend less chakra when using water jutsu, thereby conserving energy.
Effect: Water jutsu cost 5% less chakra, including maintain costs.
Healing Waters<i></i> - Dependent Special Move (2 points)
Restriction- C Rank and up
Water is not only a destructive force, but the source of all life; without water, nothing can survive. Under this philosophy, water adepts can channel water jutsu designed to hurt and maim into the healing aspect of water.
Effect: Water jutsu may be used to heal instead of hurt. Area-effect water jutsu will heal anyone within the area of effect, friend or foe regardless. The affected jutsu costs +20% CP. Is only effected by Water buffs. Can only be used once per round.
Tidal Wave<i></i> - Dependent Special Move (3 points)
Water always wins, in the end. It might not be the most showy of elements, but given enough time or volume water will eventually win out. Water adepts prefer to cut that whole 'time' thing out, focusing on the power of their element channeled from their natural skills.
Effect: Once per round, the user can convert a single-target water jutsu to an AoE attack with a 30x30 foot range. This attack costs +20% chakra, deals +10% damage due to the particular violence of the cast, and automatically targets two separate targets.
Water Absorb <i></i> - Passive (3 Points)
Restriction- Three water jutsu mastered
Its silly to assume that water users so innately tuned to their element could ever be harmed by it that much. In fact, they are so used to water that it even heals their wounds, acting as a natural balm for their injuries.
Effect: Level E and D Water jutsu heal the user for that much HP instead of damage. Take only 80% damage from level C Water jutsu. And 90% damage from level B Water jutsu.
Liquid State<i></i> - Water Ninjutsu (1 point, 1 to rank up)
Restriction- A Rank and up
Through a keen understanding of water and all its various properties along with their innate connection, master water adepts can turn themselves into liquid, giving them resistances to various elements and near immunity to many forms of attack.
Rank 1: User becomes liquid and can take any shape of their choice, as long as the total volume remains the same. While liquid, physical attacks they make deal 50% damage. If the user has Water Absorb, they are immune to all Water jutsu and heal 30% damage from them as well as gaining +5%/+1 from water-based buffs; if not, they only heal 10% and become immune to water-based debuffs. Bleeding chance is reduced by 15%, and 5% extra to get to R5. All Taijutsu attacks deal 10% less damage to the user, and Called Shots are 10% less likely to succeed. User can use Healing Waters once per round whether they know it or not, and cannot target self with own water jutsu outside of Healing Waters. User takes 15% more damage from Lightning jutsu in this state and deals 10% more damage with Water jutsu.
Rank 2: User becomes liquid and can take any shape of their choice, as long as the total volume remains the same. While liquid, physical attacks they make deal 60% damage. If the user has Water Absorb, they are immune to all Water jutsu and heal 40% damage from them as well as gaining +5%/+1 from water-based buffs; if not, they only heal 20% and become immune to water-based debuffs. Bleeding chance is reduced by 20%, and 5% extra to get to R5. All Taijutsu attacks deal 15% less damage to the user, and Called Shots are 15% less likely to succeed. User can use Healing Waters once per round if they do not know it, and twice per round if they do. User cannot target self with own water jutsu outside of Healing Waters. User takes 10% more damage from Lightning jutsu in this state and deals 15% more damage with Water jutsu.
Cost: 2400CP and 3AP, 800CP/round to maintain
Notes:</I> This counts as a Chakra Armor.
Restriction- C Rank and up
Master water adepts can generate water no matter where they are using any of their chakra, not just their special reserves; this makes their water jutsu more powerful than that of any other shinobi.
Effect: +15% Water Damage
Pressurize<i></i> - Dependent Special Move (3 points)
Water is a curious thing; depending on the volume and pressure it can be a pleasant shower or a viscous Tsunami. This skill allows water users to boost the strength of their techniques by condensing the pressure tremendously; with an impact strong enough to pierce through even boulders.
Effect: The user may allow a single Water-based Jutsu to go through barriers to damage targets on the other side normally as well as damaging the barriers. If the user criticals with this jutsu, the barrier receives 3x damage. A specific target may only have this used against them once every other round.
Liquid Efficiency<i></i> - Boost (1 point) (3 Times)
Water is not always a luxury that is at hand. Vital as it is, conservation of water is essential, especially for one whose powers come from it. Water adepts with this ability can spend less chakra when using water jutsu, thereby conserving energy.
Effect: Water jutsu cost 5% less chakra, including maintain costs.
Healing Waters<i></i> - Dependent Special Move (2 points)
Restriction- C Rank and up
Water is not only a destructive force, but the source of all life; without water, nothing can survive. Under this philosophy, water adepts can channel water jutsu designed to hurt and maim into the healing aspect of water.
Effect: Water jutsu may be used to heal instead of hurt. Area-effect water jutsu will heal anyone within the area of effect, friend or foe regardless. The affected jutsu costs +20% CP. Is only effected by Water buffs. Can only be used once per round.
Tidal Wave<i></i> - Dependent Special Move (3 points)
Water always wins, in the end. It might not be the most showy of elements, but given enough time or volume water will eventually win out. Water adepts prefer to cut that whole 'time' thing out, focusing on the power of their element channeled from their natural skills.
Effect: Once per round, the user can convert a single-target water jutsu to an AoE attack with a 30x30 foot range. This attack costs +20% chakra, deals +10% damage due to the particular violence of the cast, and automatically targets two separate targets.
Water Absorb <i></i> - Passive (3 Points)
Restriction- Three water jutsu mastered
Its silly to assume that water users so innately tuned to their element could ever be harmed by it that much. In fact, they are so used to water that it even heals their wounds, acting as a natural balm for their injuries.
Effect: Level E and D Water jutsu heal the user for that much HP instead of damage. Take only 80% damage from level C Water jutsu. And 90% damage from level B Water jutsu.
Liquid State<i></i> - Water Ninjutsu (1 point, 1 to rank up)
Restriction- A Rank and up
Through a keen understanding of water and all its various properties along with their innate connection, master water adepts can turn themselves into liquid, giving them resistances to various elements and near immunity to many forms of attack.
Rank 1: User becomes liquid and can take any shape of their choice, as long as the total volume remains the same. While liquid, physical attacks they make deal 50% damage. If the user has Water Absorb, they are immune to all Water jutsu and heal 30% damage from them as well as gaining +5%/+1 from water-based buffs; if not, they only heal 10% and become immune to water-based debuffs. Bleeding chance is reduced by 15%, and 5% extra to get to R5. All Taijutsu attacks deal 10% less damage to the user, and Called Shots are 10% less likely to succeed. User can use Healing Waters once per round whether they know it or not, and cannot target self with own water jutsu outside of Healing Waters. User takes 15% more damage from Lightning jutsu in this state and deals 10% more damage with Water jutsu.
Rank 2: User becomes liquid and can take any shape of their choice, as long as the total volume remains the same. While liquid, physical attacks they make deal 60% damage. If the user has Water Absorb, they are immune to all Water jutsu and heal 40% damage from them as well as gaining +5%/+1 from water-based buffs; if not, they only heal 20% and become immune to water-based debuffs. Bleeding chance is reduced by 20%, and 5% extra to get to R5. All Taijutsu attacks deal 15% less damage to the user, and Called Shots are 15% less likely to succeed. User can use Healing Waters once per round if they do not know it, and twice per round if they do. User cannot target self with own water jutsu outside of Healing Waters. User takes 10% more damage from Lightning jutsu in this state and deals 15% more damage with Water jutsu.
Cost: 2400CP and 3AP, 800CP/round to maintain
Notes:</I> This counts as a Chakra Armor.
Earthen Barrier - Passive (3 Points)
Restriction- C Rank and Up
Earthborn with this power have mastered the ability to create walls of earth around them, making them stronger and more resilient than ever before. These walls of earth can be massive, limited only by the energy put into them.
Effect: All barriers that the user creates may receive the user's Earth Buffs to increase the barrier's HP. Earth based barriers are granted an additional +10% HP
<U>Ground Impact<i></i> - 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<i></i> - 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. 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<i></i> - 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<i></i> - Chakra 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 gains +20% Damage reduction but suffers -3 Dodge. Earthen Barrier gives an additional +10% HP to barriers. All CP costs are increased by 5% while active.
Note:<I> Like any other fighting style, this can be turned on or off at the user’s discretion or lack thereof.
Terran<i></i> - Boost (1 point) Purchase 3 times
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<i></i> - 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<i></i> - Jutsu (1 point, 1 to rank up) Rank 2
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[/fontsize]
Restriction- C Rank and Up
Earthborn with this power have mastered the ability to create walls of earth around them, making them stronger and more resilient than ever before. These walls of earth can be massive, limited only by the energy put into them.
Effect: All barriers that the user creates may receive the user's Earth Buffs to increase the barrier's HP. Earth based barriers are granted an additional +10% HP
<U>Ground Impact<i></i> - 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<i></i> - 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. 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<i></i> - 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<i></i> - Chakra 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 gains +20% Damage reduction but suffers -3 Dodge. Earthen Barrier gives an additional +10% HP to barriers. All CP costs are increased by 5% while active.
Note:<I> Like any other fighting style, this can be turned on or off at the user’s discretion or lack thereof.
Terran<i></i> - Boost (1 point) Purchase 3 times
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<i></i> - 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<i></i> - Jutsu (1 point, 1 to rank up) Rank 2
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[/fontsize]
Curse Seals: None
Advanced Shop Battle Related Purchases: None
Abilities:
0. Journeyman
1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
Major Affinities:
1. Non-elemental
2. Water
3. Earth
4. Fire
5.
6.
Minor Affinities:
1. Non-elemental
2. Lightning
3. Water
4. Earth
5. Fire
6. Wind
7.
8.
Advanced Elements:
1.
2.
3.
4.
Weapons: None
Contracts: None