Kyoko's Ninja Profile </U><i></i>
[Protecting the Weak] || [Water] ||[You're Safe Now]
[Twin Titans] || [Flood of Epic] || [Gentle Waters]
Name: Koizumi Kyoko
Title: Water Titan Theia
Age: 25
Height: 5'2"
Weight: 113 lbs.
Eye Color: Ocean Blue
Hair Color: Powder Blue
Birthday: March 13th
Job: Medical Sennin
Rank: Medical Sennin
Alignment: Neutral Good
Class: Theia [TBA]
Chakra Mark:
[Protecting the Weak] || [Water] ||[You're Safe Now]
[Twin Titans] || [Flood of Epic] || [Gentle Waters]
Name: Koizumi Kyoko
Title: Water Titan Theia
Age: 25
Height: 5'2"
Weight: 113 lbs.
Eye Color: Ocean Blue
Hair Color: Powder Blue
Birthday: March 13th
Job: Medical Sennin
Rank: Medical Sennin
Alignment: Neutral Good
Class: Theia [TBA]
Chakra Mark:
[spoilername="Statistics"]
Agility: 600/600
Stamina: 600/600
Ninjutsu: 600/600
Taijutsu: 600/600
Genjutsu: 600/600
Chakra Control: 600/600
Capped Points:
Power level: 3600
Stat Average: 600
AP: 12.0
Elemental Affinity Majors: -Place Here-
Elemental Affinity Minors: -Place Here-
[/spoilername]Stamina: 600/600
Ninjutsu: 600/600
Taijutsu: 600/600
Genjutsu: 600/600
Chakra Control: 600/600
Capped Points:
Power level: 3600
Stat Average: 600
AP: 12.0
Elemental Affinity Majors: -Place Here-
Elemental Affinity Minors: -Place Here-
[spoilername="Water Adept"][fontsize="12"]A shinobi with Water Adept is incredibly attuned with the elements of Water. They can perform acts like no normal shinobi, and harness water as both a destructive and restorative power.
Inner Reservoir<i></i> - Passive (2 points)
Ninjas with a water adept often have a deep inner reserve of power within them that responds especially with their connection to liquids. This chakra is fundamentally water-natured, and so cannot be used with any other jutsu.
Effect: Creates a second chakra pool equal to 25% of the user’s normal chakra pool. Only water jutsu can be cast from this chakra pool.
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 - 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.
<U>Liquid Efficiency<i></i> - Boost (1 point) [Taken 2 Times]
Restriction - Can only be purchased a maximum of 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.
Purification<i></i> - Independent Special Move (2 points)
The human body is mostly water, and with their connection to it, a shinobi with water adept has more control over their inner functions than most. With this comes the ability to purify their bodies of poisons and other toxins, sweating it out among other things. A similar control over water can be used to purify most liquids of toxins, chemicals, alcohol, drugs, or contaminating particles and bacteria outside of battle.
Effect: Allows target to reroll poison resistance with a +2 to resist. Also sobers up drunk users. Costs 1.5 AP and exhausts the user by +4; can only be used once every 4 rounds. Can be used outside of battle to purify other liquids.
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.
Fluid Motion<i></i> - Passive (2 Points)
Water is their native territory, and their blood. Water Adept simply seem to glide in the water. The rain itself also seems to grant them special bonuses to their movement and allowing them to move faster than their opponents.
Effect: The user is faster after casting a water jutsu, granting a +2 dodge bonus. When any AoE Water Jutsu has been cast that round by anyone, the Water Adept gains a +3 dodge bonus. Lasts the remainder of the round, and does not stack with itself.
Tidal Wave - 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 - 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 1-4 Water jutsu heal the user for that much HP instead of damage. Take only 80% damage from level 5-6 Water jutsu. And 90% damage from level 7 Water jutsu.
Water Blessing<i></i> - Passive (3 Points)
The cool liquid employed in healing is such a soothing substance to them that some Water Affinitists actually heal from the rain. No matter how harsh the downpour, the user is calmly unruffled, absorbing the droplets as if it were their very lifeblood.
Effect: User recovers 3% Max HP every round they cast a water jutsu.
Aqua Charge<i></i> - Dependent Special Move (2 Points)
Restriction- Must have Inner Reservoir
A water user's jutsu can be charged up in order for them to unleash a tidal wave on their opponents. This is a specialty peculiar to water users who have an innate pool of the element's mystical chakra housed within them
Effect: By increasing the chakra cost for a water jutsu by +10%, they can increase the damage by +5% and accuracy by +.5. This move only works on offensive jutsu and may stack up to three times on a single jutsu. Jutsu used with this skill require the additional CP used to be from Inner Reservoir.
Liquid State<i></i> - Water Ninjutsu (1 point, 1 to rank up) [Taken Twice]
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:
- This counts as a Chakra Armor.[/fontsize][/spoilername]
Appearance:
Though 25, Kyoko looks as though she were in her teens. She has pale, creamy white skin that remains unblemished and untouched by tanlines or the sun, due in no small part to her natural affinity with water keeping her skin constantly hydrated and protected. Her luxurious straight powder-blue hair which hangs just above shoulder level is usually either free, back in a bow, or on very rare occasion when she's feeling extra playful, in one or multiple tails. Her ocean blue eyes are gentle and loving towards all she meets, and very non-judgmental. Her ever-present gentle smile is kind and encouraging, and her tiny bone and body structure gives her the appearance of frailty though not at the sacrifice of curves, despite the fact that her muscles are taught and toned to their absolute limit. She usually is found wearing a cheongsam that hangs down to her shins, with the slits on the sides running all the way up to the hips exposing shapely thighs and calves ending in a pair of black pump sandals.
Personality:
Kyoko is very much the big sister to all in Mist. While she oftentimes disdains fighting she understands it as a necessary evil, so rather than trying to stop all fighting everywhere her approach instead is to try and save as many as she can, with great focus on protecting the innocent from harm. She seeks to make others happy, alleviate their suffering, and give them cause to smile. She gets along well with most everyone, and those she doesn't she actively seeks to get them to like her.
[spoilername="History"]
They had a clearing they always used to go to to escape life and play when their lives permitted. A small group of nukenin came across the clearing badly injured and without chakra, and Kyoko decided to heal them. When pursuing ANBU arrived, Kano misled the ANBU while Kyoko kept them hidden, Kyoko working hard to save their lives with the first aid she'd picked up caring for her brother and herself. When the coast was clear and they were no longer in danger, Kyoko and Kano expressed a desire to learn more about being ninja. The nukenin, understanding the sweet deal they could make riding off of the coattails of these children, agreed for food and protection from hunters, to help train the children in the ways of the ninja. They trained hard during a handful of years, to the point that they became incredibly impressive, eventually even surpassing their trainers in skill. One day, as they were flowering pubescent children at the age of 13, one of them was stupid enough to try and force himself on Kyoko. Kano ended him. The others wet in defense of their friend, and Kano ended them too.
Realizing their own power, they outright left their home to make a home for themselves with the skills they'd learned. Kyoko was capable and intelligent, and her older brother, who to that point had always been actively protective, saw she could take care of herself and so began to get more and more relaxed and lazy rather than always trying to shelter her from everything. He still protected her, but he did not shelter her. Their wanderings led them to Sunagakure, where at the age of 16 their abilities to manipulate water was highly prized in the desert, doubly so considering Kyoko could use her water to heal others. It was here they learned first-hand the stricture of shinobi life, and Kyoko worked as a Medic, Kano by her side, assisting her where he could and picking up much of the medical trade by default in the process. A year into their stay at Sunagakure, however, something strange happened. Kyoko became possessed by an ancient spirit that predated even the religions of Sand, a spirit that called itself a goddess; the spirit that was benevolent and had joined with her to lend her its power, but in the process ended up slowly killing her. The twins left Sand peacefully to investigate Kyoko's possession, and through a series of difficult trials Kyoko was eventually freed of it.
Once rid of the spirit Kyoko found a disdain entirely for Kaze no Kuni, and had a hard time enjoying being within the country. So they departed the Land of Wind, becoming travelling healers much as they had before they had found Sunagakure; Kano accepting odd mercenary work to keep their heads above water metaphorically speaking, while spending every other waking moment helping his sister, who worked just as fervently to heal the sick and wounded everywhere they went, asking for nothing in return.
Eventually, at the age of 19, the twins again found themselves at the gates of a ninja village, this time it was Kirigakure in Mizu no Kuni. By this point Kyoko loved travelling around taking care of others, but she also saw a village in need of help. While originally they stayed just for a few days of protection to rest their weary heads, Kyoko of course found her way to the village's infirmary and began her work. Her skills were so far above almost anything Kiri had at the time, she having devoted her entire life up until then to healing, and she so enthusiastic about the well-being of others, that the Mizukage offered her a position as a Med-nin with Kano again as her assistant. Kyoko reluctantly agreed, not wanting to cage her brother or restrict who she could help, but got the feeling that if she did well enough, she could help people on a larger scale and perhaps even have a say in how to aid others and discourage fighting.
Within a year she found herself at the rank of Med-nin Chief, already having surpassed those holding the rank at the time it was granted to her, and very quickly it became obvious she was tapped to become Medical Sennin. She showed no favor nor disdain, and was nothing but passionate about healing. Her kind nature, enthusiastic efforts, and superhuman skill at medicine was recognized and acknowledged, and it was soon forgotten that only a few short years before they had showed up at the gates and been naturalized rather than being raised within Kiri's walls as most Mist Shinobi were.
Kyoko and Kano worked hard, Kano at the rank of Med-nin and working directly under Kyoko as her assistant, until the previous Sennin running the branch, Kendori Shuu, was terribly wounded on a very difficult mission and forced to give up leadership. Kyoko was accepted in their place, and five years after their arrival, having proven their dedication to taking care of the people of Kirigakure, Kyoko was given the title of Sennin. Over the following year she has dedicated herself whole-heartedly to ensuring the branch runs smoothly and taking care of everyone she can with Kano working steadfastly as her second-in-command of the branch. Her position grants her great influence not only in controlling the branch but in the village in general, though her innocent and sweet nature ensures that it's not just her title that has earned her favor with others. Since taking over the Sennin position she has labored at full intensity, rarely resting or slowing down; a fact her twin has noticed and tried very hard to quell.[/spoilername]
Likes: Her brother, blueberries, nice people, medicine, smiling, wildlife, her brother (again).
Dislikes: Fighting, mean people, negative emotions, suffering.