Ninpocho Chronicles

Ninpocho Chronicles is a fantasy-ish setting storyline, set in an alternate universe World of Ninjas, where the Naruto and Boruto series take place. This means that none of the canon characters exists, or existed here.

Each ninja starts from the bottom and start their training as an Academy Student. From there they develop abilities akin to that of demigods as they grow in age and experience.

Along the way they gain new friends (or enemies), take on jobs and complete contracts and missions for their respective villages where their training and skill will be tested to their limits.

The sky is the limit as the blank page you see before you can be filled with countless of adventures with your character in the game.

This is Ninpocho Chronicles.

Current Ninpocho Time:

Kioku Kasure's Dojo

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Character Name: Kioku Kasure

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.
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]

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
 
Core Ability Purchases:
Empathy Scan (2 Points)
Emotion Barrier (2 Points)
Pacify (3 Points)
Natural Empathy X 3 (3 Points)
Compassionate (2 Points)
Emotional Torque X 2 (2 Points)
Sentimental (3 Points)
Inner Passion (3 Points)
(Total 20 Points)
Empathy Scan<i></i> - Passive (2 points)
Emotions are the basis of these shinobi's abilities, there is little they do not understand about the causes and strengths of their feelings, as well as the outcomes they may influence on a person’s mind. Because of their extensive knowledge, these shinobi are able to read the emotions of others be it a frail child or hardened criminal. With their understanding, it is said that those with this gift are able to understand the action’s of other’s before they themselves decide.
Effect: +1.5 accuracy and dodge against those with a Genjutsu of 30 or more lower than user. Those with Genjutsu between 29 lower and equal to the user must make a Genjutsu save against this technique's success each round, using the Genjutsu DC of the user and Genjutsu Save of the target.

Emotion Barrier<i></i> - Independent Special Move (2 points)
These shinobi are attuned to their inner feelings, and as such they are easily capable of forming strong bonds of attachment with others. At time’s, there is little that is stronger than their intense desire to protect other's, and they are able to create a visible form of their desire to protect in the form of a barrier. Though this energy is not chakra as it may appear, but rather a portion of the user’s own life force sacrificed for the well being of others.
Effect: User is able to use up to 10% of their Max HP to create a barrier around themselves and others. This used HP cannot be recovered while the barrier is in effect. Healing jutsu used within the barrier gain +25% effectiveness; Genjutsu cannot be cast through the barrier. The barrier lasts three rounds or until the HP is depleted. If the barrier drops with any HP left in it, this HP is returned to the user. Usable three times a battle. Costs 1 AP.

Pacify<i></i> - Independent Special Move (3 points)
Rage and anger are powerful emotions that can be hard to resist, yet for those attuned to the emotions of themselves and others they are a product that can be countered with a simple tranquilizing aura. These shinobi are able to infuse their chakra with calm desires such as peace, and disperse the intent to cause harm to those in the area. 
Effect: At the cost of 2 AP and 5% Max HP, the user is able to nullify the effects of two target's damage buffs. Requires a Genjutsu roll to resist. Treated as a Will Genjutsu. Lasts two rounds.

Natural Empathy<i></i> - Boost (1 point)
Restriction- Can be purchased up to three times
It is said that emotional wounds run deeper than physical injuries. There is truth in this saying, and it also holds truth that the strength needed for emotional injuries to heal is also much greater and time consuming. However, for these Empathetic shinobi, they are so attuned to their inner soul that their body constantly draws it’s strength on their emotions, converting their emotional strength  and recovering from wounds at a much more rapid pace than others.
Effect: +10% damage healed from medical jutsu on the user. Added 1% healed while resting.

Compassionate<i></i> - Passive (2 points)
Time has long been understood as the only remedy to heal emotional wounds, taking months to heal some of the deeper wounds. However, to those with the deep understanding of these same emotions, they find that their emotional wounds heal quickly, and the gap in their soul left by their drawn out emotions can be healed with little more than time.
Effect: Self-inflicted damage is recovered at 3% max HP per round. Damage that is not self inflicted cannot be recovered this way. Allows recovery of lost HP from Emotion Barrier while still in the barrier.

Emotional Torque<i></i> - Boost (1 point)
Restriction- May be purchased up to twice
The power of the Empathetic's emotions, their own combined with what they see in other people, is sometimes too intense for them to handle. They need to channel it through their chakra, letting it fuel their attacks instead of tearing at their souls.
Effect: +5% Ninjutsu damage

Sentimental<i></i> - Passive (3 points) 
Much in the same way that these shinobi are able to peer into and read the emotions of others, these shinobi are constantly able to sense the feelings of those around them, and understand with an eerie perception that allows them to react and act upon the feelings of others.
Effect: The Empath has +10% Auto-dodge to all sources.

Inner Passion<i></i> - Passive (3 points)
Emotions, while often viewed as a sign of weakness, can be a powerful tool if embraced and utilized to their full extent. Unlike other shinobi who only feel brief and momentary spurs of emotion, these shinobi fuel themselves with their intense emotions and desires, and little seems to be able to quench the flames of their passion.
Effect: The user gains 10% damage reduction against all damage including other soul techniques, and does not take knockback or falling penalties. Effects that would prevent them from attacking are 5% less likely to succeed and AP reducing techniques only have 50% normal chance of working on them. 

Free Elemental Affinities:
Major (Non elemental), Minor (Lightning)

Abilities
Activating Journeyman – Main Branch from this post

Thanks!
 
Bit late but find the changes here
New Class
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.

Body 2's CA purchases (Satto)
Master Water Manipulation<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><I> This counts as a Chakra Armor.
 
Took care of the kin papertrail and the class. As for the body. You need some more information for it.

Each path may have it's own Class without the Class Bonus, as well as 7 Ability Slots, and all path's must have the same Hp/Cp modifiers as they share the same Hp/Cp pool.

LINK

I am taking the body acquisition took place in the application because I recall Satto from the app. You just want all your info in place for this! =)
 
So a couple of things have changed. The first is whilst I was inactive Empathetic got reworked. So I am having to switch those choices around to:
Empathetic</U><i></i>
[fontsize="12"]
Empathy Scan<i></i> - Passive (2 points)
Emotions are the basis of these shinobi's abilities, there is little they do not understand about the causes and strengths of their feelings, as well as the outcomes they may influence on a person’s mind. Because of their extensive knowledge, these shinobi are able to read the emotions of others be it a frail child or hardened criminal. With their understanding, it is said that those with this gift are able to understand the action’s of other’s before they themselves decide.
Effect: The user gains +2 Accuracy.

Emotion Barrier<i></i> - Independent Special Move (2 points)
These shinobi are attuned to their inner feelings, and as such they are easily capable of forming strong bonds of attachment with others. At time’s, there is little that is stronger than their intense desire to protect other's, and they are able to create a visible form of their desire to protect in the form of a barrier. Though this energy is not chakra as it may appear, but rather a portion of the user’s own life force sacrificed for the well being of others.
Effect: User is able to use up to 10% of their Max HP to create a barrier around themselves and up to two others. This HP cannot be recovered while in the barrier, except if the user has Compassionate. Healing jutsu used within the barrier gain +25% effectiveness; Genjutsu cannot be cast through the barrier. The barrier lasts three rounds or until the HP is depleted. If the barrier drops with any HP left in it, this HP is returned to the user.

Pacify<i></i> - Independent Special Move (2 points)
Rage and anger are powerful emotions that can be hard to resist, yet for those attuned to the emotions of themselves and others they are a product that can be countered with a simple tranquilizing aura. These shinobi are able to infuse their chakra with calm desires such as peace, and disperse the intent to cause harm to those in the area.
Effect: At the cost of 2 AP and 5% Max HP, the user is able to nullify the effects of up to two targets' damage buffs. This is treated as a Will Genjutsu but uses Ninjutsu Accuracy, and lasts two rounds.

Natural Empathy<i></i> - Boost (1 point) (Purchased twice)
Restriction- Can be purchased up to two times
It is said that emotional wounds run deeper than physical injuries. There is truth in this saying, and it also holds truth that the strength needed for emotional injuries to heal is also much greater and time consuming. However, for these Empathetic shinobi, they are so attuned to their inner soul that their body constantly draws it’s strength on their emotions, converting their emotional strength - and recovering from wounds at a much more rapid pace than others.
Effect: +10% damage healed from medical jutsu on the user. Added 2% HP/CP healed per 1/4 AP past the first while resting.

Compassionate<i></i> - Passive (2 points)
Time has long been understood as the only remedy to heal emotional wounds, taking months to heal some of the deeper wounds. However, to those with the deep understanding of these same emotions, they find that their emotional wounds heal quickly, and the gap in their soul left by their drawn out emotions can be healed with little more than time.
Effect: The user gains a passive 3% Max HP recovery per round. This includes self-inflicted damage, including that done from other Empathetic techniques.

Emotional Torque<i></i> - Passive (3 points)
The power of the Empathetic's emotions, their own combined with what they see in other people, is sometimes too intense for them to handle. They need to channel it through their chakra, letting it fuel their attacks instead of tearing at their souls.
Effect: +10% Ninjutsu damage. All of the user's Ninjutsu are considered Spiritual.

Sentimental<i></i> - Passive (2 points)
Much in the same way that these shinobi are able to peer into and read the emotions of others, these shinobi are constantly able to sense the feelings of those around them, and understand with an eerie perception that allows them to react and act upon the feelings of others.
Effect: When making a Blind Shot, the user's Ninjutsu Accuracy is checked instead of their Awareness.

Inner Passion<i></i> - Passive (3 points)
Restriction- C Rank and up
Emotions, while often viewed as a sign of weakness, can be a powerful tool if embraced and utilized to their full extent. Unlike other shinobi who only feel brief and momentary spurs of emotion, these shinobi fuel themselves with their intense emotions and desires, and little seems to be able to quench the flames of their passion.
Effect: The user gains 10% damage reduction against all damage types, including Illusionary damage.

Spiritual Anguish<i></i> - Non-Elemental Ninjutsu (1 point, 1 to rank up) (at Rank 2)
Restriction- A-Rank and Up
It is rumored that this technique strikes at the very soul of its victim, but whether or not this is true, what is the soul other than the inner emotions of a being? With their understanding and ability to use their own emotions as a source of power, these compassionate shinobi find that that can use this ability to strike at the same source in another. This technique damages the life force, or soul, of the victim, overflowing them with a surge of emotional energy that both painfully disrupts and rips a hole in the life force of the target.
Rank 1: A successful hit disrupts 1 AP worth of actions and deals 3000 damage to the victim's HP and CP. If the victim fails an additional Genjutsu Save roll, they take an additional 1000 unbuffable HP damage and a -2 dodge and Genjutsu Save penalty for three rounds afterward. This technique is considered Spiritual.
Rank 2: A successful hit disrupts 1.5 AP worth of actions and deals 3500 damage to the victim's HP and CP. If the victim fails an additional Genjutsu Save roll, they take an additional 1500 unbuffable HP damage and a -2 dodge and Genjutsu Save penalty for three rounds afterward. This technique is considered Spiritual.
Cost: 3 AP, 4500 CP, 5% Max HP
Notes:</I>
- This technique always targets Genjutsu Save.
- Can only be used once per round per target. Dodge and Save penalty does not stack with itself if used again on the same target, but does reset the round timer.
- HP expended cannot be recovered through use of healing jutsu.
- AP disrupted counts against the target's
Suppression round limit.
[/fontsize]

Then Third Body Approval With the Earthborn CA has:
[fontsize="12"]
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]<i>
</i>

I'm not going to activate any abilities for this body currently (still trying to work out what I want in that regard. And it is also keeping the elemental sage class.

Also just to update from my latest set of training I have mastered all the water, earth and fire jutsu so have a major affinity with them, I also have mastered half the wind jutsu so have a Minor affinity with it.

If there is anything wrong or missing please say.
Thanks
 
Okay you should be all set.

As an aside, you do not have any abilities selected for Body 1, 2 or 3 as far as I can tell.

When you get some time please create a write-up for each body which includes the following:
  • What class you would like to use for each (if it's the same class that's fine, please declare it as such).
  • What abilities you want for each.
  • BL/CA choice (and CA point allocations if the case applies).
It makes it a lot easier if you use simple coding for these since we have to input each so your best bet is generally something like this:
Example Body 1
Class
Code:
[b]HP Mod[/B]: Example
[b]CP Mod[/b]: Example
[b]Class Bonus[/b]: Example
[i]High[/i]: High Stat(s)
[i]Average[/i]: Average Stats
[i]Low[/i]: Low Stat(s)
BL/CA: Uchiha
Abilities:
1
2.
3.
4.
5.
6.
7.
8.
Thanks!
 

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