Name: Mihane Karasuba
Age: 13
Gender: Female
Eye Color: Green
Hair Color: Blonde
Blood-type: A+
Bloodline: Santaru
Rank: D
Physical Description: Karasuba a young four foot tall girl with blond hair that she keeps in a loose ponytail. Her eyes are green and her skin is lightly tanned as for her clothes she wears a grey crop top with black cargo shorts. She doesn't wear anything on her feet.
Mental Description: Karasuba has a strong moral compass and believes in following her own ideals no matter the cost. She tends to have a hero complex and has a strong desire to protect people weaker than her. Karasuba is very kind and caring person which helps temper her protective urges allowing her to think with a cool level head. Despite this Kara is also prone to melancholy when she fails helping another and will quickly talk down to herself.
History: Born in the sand Karasuba has lived a normal life with her parents for years and most likely will for years to come. She comes from a long line of ninjas but despite this lineage all in her family including her parents have never become well known or famous but all of them have always gone out of their way to protect people. You see Karasuba's family are descendants of the Kaguya clan but her ancestors didn't agree with the clans barbaric nature and quickly divided away from turning into a small family with no clan ties. They then settled in Suna and dedicated themselves to helping anyone that needed it. Since then it has become a long running family tradition to become a ninja and go out into the world in order to make it a better place and Karasuba is the next link in that longing running chain.
Current Stats
Character Level
Character Class
Bloodline
Equipment
Abilities:
Ninjutsu:
Taijutsu:
Genjutsu
Training History:
Mission, Exam and Lesson History
Age: 13
Gender: Female
Eye Color: Green
Hair Color: Blonde
Blood-type: A+
Bloodline: Santaru
Rank: D
Physical Description: Karasuba a young four foot tall girl with blond hair that she keeps in a loose ponytail. Her eyes are green and her skin is lightly tanned as for her clothes she wears a grey crop top with black cargo shorts. She doesn't wear anything on her feet.
Mental Description: Karasuba has a strong moral compass and believes in following her own ideals no matter the cost. She tends to have a hero complex and has a strong desire to protect people weaker than her. Karasuba is very kind and caring person which helps temper her protective urges allowing her to think with a cool level head. Despite this Kara is also prone to melancholy when she fails helping another and will quickly talk down to herself.
History: Born in the sand Karasuba has lived a normal life with her parents for years and most likely will for years to come. She comes from a long line of ninjas but despite this lineage all in her family including her parents have never become well known or famous but all of them have always gone out of their way to protect people. You see Karasuba's family are descendants of the Kaguya clan but her ancestors didn't agree with the clans barbaric nature and quickly divided away from turning into a small family with no clan ties. They then settled in Suna and dedicated themselves to helping anyone that needed it. Since then it has become a long running family tradition to become a ninja and go out into the world in order to make it a better place and Karasuba is the next link in that longing running chain.
Current Stats
Agility: 50/100
Stamina: 50/100
Taijutsu: 50/100
Ninjutsu: 50/100
Genjutsu: 48/100
Chakra Control: 50/100
Bloodline Control: 288/1764
Power Level: 288
Level: 2
Health: 2100
Chakra Points: 2600
Action Points:1
Stamina: 50/100
Taijutsu: 50/100
Ninjutsu: 50/100
Genjutsu: 48/100
Chakra Control: 50/100
Bloodline Control: 288/1764
Power Level: 288
Level: 2
Health: 2100
Chakra Points: 2600
Action Points:1
Character Level
1. 1 to 239
2. 240 to 479
3. 480 to 719
4. 720 to 959
5. 960 to 1199
6. 1200 to 1439
7. 1440 to 1679
8. 1680 to 1919
9. 1920 to 2159
10. 2160 to 2399
11. 2400 to 2639
12. 2640 to 2879
13. 2880 to 3119
14. 3120 to 3359
15. 3360 to 3600
2. 240 to 479
3. 480 to 719
4. 720 to 959
5. 960 to 1199
6. 1200 to 1439
7. 1440 to 1679
8. 1680 to 1919
9. 1920 to 2159
10. 2160 to 2399
11. 2400 to 2639
12. 2640 to 2879
13. 2880 to 3119
14. 3120 to 3359
15. 3360 to 3600
Character Class
Class Name Storm Palace
HP: (40+lvl) x stamina
CP: (50+lvl) x chakra control
Class Bonus: +5% Auto-dodge and Auto-hit
High: Ninjutsu Accuracy
Average: Melee Accuracy, Evasion, Genjutsu DC
Low: Puppet Accuracy, Ranged Accuracy
HP: (40+lvl) x stamina
CP: (50+lvl) x chakra control
Class Bonus: +5% Auto-dodge and Auto-hit
High: Ninjutsu Accuracy
Average: Melee Accuracy, Evasion, Genjutsu DC
Low: Puppet Accuracy, Ranged Accuracy
Bloodline
[fontsize="12"]The oldest and most prodigious clan originating from the Hidden Cloud Village, The Santaru are a proud people with the unique ability to control the weather at will. Long have they been feared by others because of this trait, yet, few can stand against their mighty bolts of energy they summon from the sky. Though they are attuned to storms in general, by far they have a much more strengthened affinity to Lightning and electricity of all types, their eyes brightening with an electric neon glow whenever their powers are in use. Subconsciously they tend to emit unnoticeable electromagnetic waves, enough to leave the hair on your neck stand up and leave goosebumps on those nearby. Yet, when angered, their powers become so great, that often it is beyond their ability to control.
Note: All Santaru Techniques are considered Storm Element.
084 PL - Storm Manipulation (Rank 1), Electrokinesis (Rank 1)
168 PL - Surging Presence (Rank 1)
252 PL - Storm Call (Rank 1)
336 PL - Storm Control (Rank 1)
420 PL - Storm Manipulation (Rank 2)
504 PL - Storm Call (Rank 2)
588 PL - Electrokinesis (Rank 2), Electromagnetism (Rank 1)
672 PL - Surging Presence(Rank 2), EMP (Rank 1)
756 PL - Storm Manipulation (Rank 3), Storm Control (Rank 2)
840 PL - Storm Call (Rank 3), EMP (Rank 2)
924 PL - Electromagnetism (Rank 2)
1008 PL - Surging Presence (Rank 3), EMP (Rank 3)
1092 PL - Electrokinesis (Rank Three), Electromagnetism (Rank 3)
1176 PL - Storm Control (Rank 3)
1260 PL - Sword of Oblivion (Rank 1)
1344 PL - Updraft (Rank 1)
1428 PL - Sword of Oblivion (Rank 2)
1512 PL - Dark Tempest (Rank 1)
1596 PL - Sword of Oblivion (Rank Three), Updraft (Rank 2)
1680 PL - Updraft (Rank 3), Dark Tempest (Rank 2)
1764 PL - Dark Tempest (Rank 3)
---
Storm Manipulation - Passive
The Santaru have an innate affinity to storms, each member having volts of energy coursing through their body constantly as if generated similar to blood. Naturally, they possess the ability to both generate lightning instinctively and fluidly manipulate it into deadly arcs of energy with little trouble.
Rank 1: May convert Lightning and Water Jutsu into Storm by paying an additional 20% Chakra Cost.
Rank 2: May convert Lightning and Water Jutsu into Storm by paying an additional 10% Chakra Cost.
Rank 3: May convert Lightning and Water Jutsu into Storm at no extra cost.
Notes:
- Partial hits from jutsu converted into storm are treated 1 rank higher.
- The Santaru automatically has access to the Storm element.
- All techniques used with this are treated as Storm element.
---
Electrokinesis - Passive</U><i></i>
While generating vast amounts of Lightning is one trick to the Santaru's ability, one would be a fool to compare their Electrical abilities to another. The Santaru are able to increase the voltage of any electricity they wish, using their own body and the chakra as a electrical turbine to create shocking, and destructive, bolts of energy.
Rank 1: +5% Storm Damage
Rank 2: +10% Storm Damage
Rank 3: +15% Storm Damage
---
Surging Presence - Passive<i></i>
Have you ever touched a Santaru before? Those who have would immediately notice that one is guaranteed to feel a spark of electricity upon contact, often enough to leave a blister or after twitch. This is due to the fact that as the Santaru's strength increases, their very blood becomes a source of electric energy, their chakra flowing with volts of energy. In a sense, the Santaru are living turbines each with a high voltage. It is common for electronic devices to malfunction in the presence of a Santaru.
Rank 1:
- Unarmed strikes against the Santaru return 50 storm damage per .5AP used.
- Remaining in contact with the Santaru deals 35 storm damage per .5 AP spent in contact.
- Weapon Strikes against the Santaru return 100 storm damage per .5AP used.
Rank 2:
- Unarmed strikes against the Santaru return 100 storm damage per .5AP used.
- Remaining in contact with the Santaru deals 75 storm damage per .5 AP spent in contact.
- Weapon Strikes against the Santaru return 150 storm damage per .5AP used.
Rank 3:
- Unarmed strikes against the Santaru return 150 storm damage per .5AP used.
- Remaining in contact with the Santaru deals 100 storm damage per .5 AP spent in contact.
- Weapon Strikes against the Santaru return 200 storm damage per .5AP used.
Notes:
- Unable to be buffed.
- Weapon strikes only apply to melee weapons.
---
Storm Call - Storm Jutsu<i></i>
Though they are more than capable of using their own Lightning powers to generate their own volts of Lightning to strike down their targets, the Santaru possess the ability to change the weather by altering the patterns of electrons in their electromagnetic Aura. This allows them to create storms which rapidly begin to unleash their wrath upon the those stupid enough to invoke anger the Santaru.
Rank 1: Summons a storm with mild intensity that sends two bolts of lightning at a target of the Santaru's choice every round at 300 damage per bolt.
Rank 2: Summons a storm with greater intensity that sends three bolts of lightning at a target of the Santaru's choice every round at 300 damage per bolt and +.5 Ninjutsu accuracy.
Rank 3: Summons a black storm with dangerous intensity that sends three bolts of lightning at a target of the Santaru's choice every round at 600 damage per bolt and +1 Ninjutsu accuracy.
Special Action: Instead of striking a target, they user may strike themselves to heal half as much of the damage.
Costs:
Rank 1: 1 AP; 200 chakra to initiate, 90 Cp/Rnd.
Rank 2: 1.5 Ap; 300 chakra to initiate, 140/round to maintain
Rank 3: 2 AP; 600 chakra to initiate, 285/round to maintain
Notes:
- Strikes at the start of the round.
---
Storm Control - Storm Jutsu
Though knowing which patterns of electromagnetic fields produce what result is a difficult task, eventually through trial and error the Santaru begin to realize the full potential they possess; their abilities aren't limited to simply summoning storms of lightning, but they can create nearly any change in weather that they desire. Eventually, this becomes to simple that they almost do it subconsciously, allowing them to create gusts of wind, cause rain, snow and even hail to fall from the sky with a simple thought.
Rank 1: Calls wind, rain or snow.
Costs:
Rank 1: 1 AP; 500 chakra to initiate, 170/round to maintain.
Rank 2: 1.5 AP; 700 chakra to initiate, 230/round to maintain.
Rank 3: 2 AP; 900 chakra to initiate, 300/round to maintain per effect (for total cost)
Note(s):
- Storm Call of the user's highest attained rank must be in use before Storm Control can be used.
- Storm Control may not be used on top of itself.
- Lightning-based effects from Rain Dance do not effect the caster.
- Hail automatically hits at the end of every round it is active, but damage cannot be buffed.
- Cannot use a double up on the same element.
---
<U>Electromagnetism - Electrical Field Jutsu<i></i>
lightning coursing through their veins, a Santaru is able to find, with a little practice, that they are able to sense and control the electrons in the area around them by altering their electromagnetic energy. This gives them the ability of magnetism, allowing them to control any metallic object at will assuming they aren't too heavy. With a glow of their eyes, any metallic object nearby the Santaru because a suitable weapon.
Rank 1: The user can magnetically control their currently equipped weapon to strike a target dealing 1,010 Damage.
Rank 2: The user can magnetically control their currently equipped weapon to strike a target dealing 1,265 Damage.
Rank 3: The user can magnetically control their currently equipped weapon to strike a target dealing 1,875 Damage.
Costs:
Rank 1: 180 Cp; 1.75 Ap
Rank 2: 225 Cp; 1.75 Ap
Rank 3: 680 Cp; 2.25 Ap
Notes:
- Uses Ninjutsu Accuracy
- Receives both Storm and any Taijutsu Buffs relating to the equipped weapon.
---
EMP - Electrical Field Jutsu<i></i>
Though they constantly emit low frequency electromagnetic energy, the Santaru can easily up the voltage within their turbine-like bodies, and force this invisible energy outwards as an Electromagnetic Pulse, or EMP for short. This is both offensive and defensive, the burst of energy shooting outwards around them and pushing back those with electrical force, even causing the ground to course with lightning of the after effects.
Rank 1: Radiates outwards 10ft and causes 1,400 Damage and 10ft knockback on contact with living beings at -2 Accuracy.
Rank 2: Radiates outwards 15ft and causes 1,760 Damage and 15ft knockback on contact with living beings at -1.5 Accuracy.
Rank 3: Radiates outwards 20ft and causes 2,100 Damage and 20ft knockback on contact with living beings at -1 Accuracy.
Costs:
Rank 1: 2 Ap, 590 Cp
Rank 2: 2 AP, 740 Cp
Rank 3: 2 Ap, 880 Cp
Notes:
-This Jutsu may Automatically target two separate targets.
---
Sword Of Oblivion - Storm Jutsu<i></i>
An advanced technique of the Santaru clan, this allows them to condense the electrons around them into a sword-like shape, which upon being infused with their electrical chakra, generate into a blade of shocking electrical volts, the bolts so bright that it slightly blinds those who look at the user directly.
Rank 1: User may create a weapon out of electricity. The user gains +2 Dodge while equipoed with this weapon.
Rank 2: For every Lightning Based Jutsu the user is maintaining, they gain a -2% on the maintain cost. (IE: Maintaining 3 Lightning based jutsu while equipped with this weapon gives the maintained jutsu -6% on their maintain cost.)
Rank 3: Lightning Based jutsu may be channeled through this weapon.
Cost: 2 Ap, 1200 Cp to create, 400 Cp/Rnd.
Notes:
- Weapon specification must follow the Weapon Creation rules.
- Taijutsu Damage caused by this weapon may be buffed by Lightning based buffs as well as physical buffs.
- This weapon cannot cause bleeding or suppression by any means.
- This weapon cannot be augmented by any means.
---
Updraft - Storm Jutsu<i></i>
A storm technique performed yet again by altering the electrons in the air, this invokes a powerful gust of wind that smashes into targets with spontaneous force, and launches them into the sky with its sheer force. Perhaps this technique started rumors of the Santaru being able to fly, though one may wonder how safe using it on oneself may be.
Rank 1: Updraft sends a 20x20 area 20ft up into the air, causing them 1,440 damage at +2.5 Accuracy from the brute force of the wind and slamming the ground.
Rank 2: Updraft sends a 20x20 area 20ft up into the air, causing them 1,800 damage at +3 Accuracy from the brute force of the wind and slamming the ground.
Rank 3: Updraft sends a 20x20 area 20ft up into the air, causing them 2,160 damage at +3.5 Accuracy from the brute force of the wind and slamming the ground.
Costs:
Rank 1: 2.5AP; 650 Cp
Rank 2: 2.5AP; 820 Cp/Target.
Rank 3: 2.5AP; 980 Cp/Target
Notes:
- Can only be used once a round.
-This Jutsu may Automatically target two separate targets.
---
Dark Tempest - Storm Jutsu<i></i>
The Santaru's full potential can only be unleashed when they experience intense emotions, most commonly when fearing that they are in danger. Once they reach that limit though...their powers become so powerful, so destructive, that they can no longer maintain control of their own abilities, unleashing a storm that spreads havoc across the environment, and even threatens the very Santaru which conjured it up, becoming a threat to themselves and all around them.
Rank 1: Every round four lightning bolts attempt to strike every player, including the user, for 600 damage each. The bolts damage the user but hit at -2 Accuracy. All possible effects of Storm Control Rank 3 are in play and will start to effect the user in one round.
Rank 2: Every round five lightning bolts attempt to strike every player, including the user, for 600 damage each. The bolts damage the user but hit at -3 Accuracy. All possible effects of Storm Control Rank 3 are in play and will start to effect the user in two rounds. Large funnel clouds form thin tornadoes that have a 30% chance per person to throw people 30ft into the air, giving them -1 dodge for the round. The user has a 20% to be tossed which increases by 10% every round till it caps out at 30%.
Rank 3: Every round six lightning bolts attempt to strike every player, including the user, for 600 damage each. The bolts damage the user but hit at -3 Accuracy. All possible effects of Storm Control Rank 3 are in play and will start to effect the user in two rounds. Large funnel clouds form thin tornadoes that have a 50% chance per person to throw people 50ft into the air, giving them -2 Dodge for the round. The user has a 20% to be tossed which increases by 10% every round till it caps out at 50%.
Cost: 3 AP; 3000 Chakra
Notes:
- Storm Call and Control must be in play before this can be used.
- Santaru must be at or under 50% HP to use this.
- Lasts five rounds, cannot be canceled.[/fontsize]
Note: All Santaru Techniques are considered Storm Element.
084 PL - Storm Manipulation (Rank 1), Electrokinesis (Rank 1)
168 PL - Surging Presence (Rank 1)
252 PL - Storm Call (Rank 1)
336 PL - Storm Control (Rank 1)
420 PL - Storm Manipulation (Rank 2)
504 PL - Storm Call (Rank 2)
588 PL - Electrokinesis (Rank 2), Electromagnetism (Rank 1)
672 PL - Surging Presence(Rank 2), EMP (Rank 1)
756 PL - Storm Manipulation (Rank 3), Storm Control (Rank 2)
840 PL - Storm Call (Rank 3), EMP (Rank 2)
924 PL - Electromagnetism (Rank 2)
1008 PL - Surging Presence (Rank 3), EMP (Rank 3)
1092 PL - Electrokinesis (Rank Three), Electromagnetism (Rank 3)
1176 PL - Storm Control (Rank 3)
1260 PL - Sword of Oblivion (Rank 1)
1344 PL - Updraft (Rank 1)
1428 PL - Sword of Oblivion (Rank 2)
1512 PL - Dark Tempest (Rank 1)
1596 PL - Sword of Oblivion (Rank Three), Updraft (Rank 2)
1680 PL - Updraft (Rank 3), Dark Tempest (Rank 2)
1764 PL - Dark Tempest (Rank 3)
---
Storm Manipulation - Passive
The Santaru have an innate affinity to storms, each member having volts of energy coursing through their body constantly as if generated similar to blood. Naturally, they possess the ability to both generate lightning instinctively and fluidly manipulate it into deadly arcs of energy with little trouble.
Rank 1: May convert Lightning and Water Jutsu into Storm by paying an additional 20% Chakra Cost.
Rank 2: May convert Lightning and Water Jutsu into Storm by paying an additional 10% Chakra Cost.
Rank 3: May convert Lightning and Water Jutsu into Storm at no extra cost.
Notes:
- Partial hits from jutsu converted into storm are treated 1 rank higher.
- The Santaru automatically has access to the Storm element.
- All techniques used with this are treated as Storm element.
---
Electrokinesis - Passive</U><i></i>
While generating vast amounts of Lightning is one trick to the Santaru's ability, one would be a fool to compare their Electrical abilities to another. The Santaru are able to increase the voltage of any electricity they wish, using their own body and the chakra as a electrical turbine to create shocking, and destructive, bolts of energy.
Rank 1: +5% Storm Damage
Rank 2: +10% Storm Damage
Rank 3: +15% Storm Damage
---
Surging Presence - Passive<i></i>
Have you ever touched a Santaru before? Those who have would immediately notice that one is guaranteed to feel a spark of electricity upon contact, often enough to leave a blister or after twitch. This is due to the fact that as the Santaru's strength increases, their very blood becomes a source of electric energy, their chakra flowing with volts of energy. In a sense, the Santaru are living turbines each with a high voltage. It is common for electronic devices to malfunction in the presence of a Santaru.
Rank 1:
- Unarmed strikes against the Santaru return 50 storm damage per .5AP used.
- Remaining in contact with the Santaru deals 35 storm damage per .5 AP spent in contact.
- Weapon Strikes against the Santaru return 100 storm damage per .5AP used.
Rank 2:
- Unarmed strikes against the Santaru return 100 storm damage per .5AP used.
- Remaining in contact with the Santaru deals 75 storm damage per .5 AP spent in contact.
- Weapon Strikes against the Santaru return 150 storm damage per .5AP used.
Rank 3:
- Unarmed strikes against the Santaru return 150 storm damage per .5AP used.
- Remaining in contact with the Santaru deals 100 storm damage per .5 AP spent in contact.
- Weapon Strikes against the Santaru return 200 storm damage per .5AP used.
Notes:
- Unable to be buffed.
- Weapon strikes only apply to melee weapons.
---
Storm Call - Storm Jutsu<i></i>
Though they are more than capable of using their own Lightning powers to generate their own volts of Lightning to strike down their targets, the Santaru possess the ability to change the weather by altering the patterns of electrons in their electromagnetic Aura. This allows them to create storms which rapidly begin to unleash their wrath upon the those stupid enough to invoke anger the Santaru.
Rank 1: Summons a storm with mild intensity that sends two bolts of lightning at a target of the Santaru's choice every round at 300 damage per bolt.
Rank 2: Summons a storm with greater intensity that sends three bolts of lightning at a target of the Santaru's choice every round at 300 damage per bolt and +.5 Ninjutsu accuracy.
Rank 3: Summons a black storm with dangerous intensity that sends three bolts of lightning at a target of the Santaru's choice every round at 600 damage per bolt and +1 Ninjutsu accuracy.
Special Action: Instead of striking a target, they user may strike themselves to heal half as much of the damage.
Costs:
Rank 1: 1 AP; 200 chakra to initiate, 90 Cp/Rnd.
Rank 2: 1.5 Ap; 300 chakra to initiate, 140/round to maintain
Rank 3: 2 AP; 600 chakra to initiate, 285/round to maintain
Notes:
- Strikes at the start of the round.
---
Storm Control - Storm Jutsu
Though knowing which patterns of electromagnetic fields produce what result is a difficult task, eventually through trial and error the Santaru begin to realize the full potential they possess; their abilities aren't limited to simply summoning storms of lightning, but they can create nearly any change in weather that they desire. Eventually, this becomes to simple that they almost do it subconsciously, allowing them to create gusts of wind, cause rain, snow and even hail to fall from the sky with a simple thought.
Rank 1: Calls wind, rain or snow.
- Wind reduces the accuracy of all ranged/projectile attacks by -1.
- Rain is treated as Rain Dance (Rank 1).
- Snow chills to reduce dodge by 1 and ups the chakra cost of everyone but the user by 2%
- Wind reduces the accuracy of all ranged/projectile attacks by -1.
- Rain is treated as Rain Dance (Rank 1).
- Snow chills to reduce dodge by 2 and ups the chakra cost of everyone but the user by 4%
- Hail deals 360 ice damage/round to everyone but the user.
- Wind reduces the accuracy of all ranged/projectile attacks by -2.
- Rain is treated as Rain Dance (Master Rank).
- Snow chills to reduce dodge by 3 and ups the chakra cost of everyone but the user by 6%
- Hail deals 810 ice damage/round to everyone but the user.
Costs:
Rank 1: 1 AP; 500 chakra to initiate, 170/round to maintain.
Rank 2: 1.5 AP; 700 chakra to initiate, 230/round to maintain.
Rank 3: 2 AP; 900 chakra to initiate, 300/round to maintain per effect (for total cost)
Note(s):
- Storm Call of the user's highest attained rank must be in use before Storm Control can be used.
- Storm Control may not be used on top of itself.
- Lightning-based effects from Rain Dance do not effect the caster.
- Hail automatically hits at the end of every round it is active, but damage cannot be buffed.
- Cannot use a double up on the same element.
---
<U>Electromagnetism - Electrical Field Jutsu<i></i>
lightning coursing through their veins, a Santaru is able to find, with a little practice, that they are able to sense and control the electrons in the area around them by altering their electromagnetic energy. This gives them the ability of magnetism, allowing them to control any metallic object at will assuming they aren't too heavy. With a glow of their eyes, any metallic object nearby the Santaru because a suitable weapon.
Rank 1: The user can magnetically control their currently equipped weapon to strike a target dealing 1,010 Damage.
Rank 2: The user can magnetically control their currently equipped weapon to strike a target dealing 1,265 Damage.
Rank 3: The user can magnetically control their currently equipped weapon to strike a target dealing 1,875 Damage.
Costs:
Rank 1: 180 Cp; 1.75 Ap
Rank 2: 225 Cp; 1.75 Ap
Rank 3: 680 Cp; 2.25 Ap
Notes:
- Uses Ninjutsu Accuracy
- Receives both Storm and any Taijutsu Buffs relating to the equipped weapon.
---
EMP - Electrical Field Jutsu<i></i>
Though they constantly emit low frequency electromagnetic energy, the Santaru can easily up the voltage within their turbine-like bodies, and force this invisible energy outwards as an Electromagnetic Pulse, or EMP for short. This is both offensive and defensive, the burst of energy shooting outwards around them and pushing back those with electrical force, even causing the ground to course with lightning of the after effects.
Rank 1: Radiates outwards 10ft and causes 1,400 Damage and 10ft knockback on contact with living beings at -2 Accuracy.
Rank 2: Radiates outwards 15ft and causes 1,760 Damage and 15ft knockback on contact with living beings at -1.5 Accuracy.
Rank 3: Radiates outwards 20ft and causes 2,100 Damage and 20ft knockback on contact with living beings at -1 Accuracy.
Costs:
Rank 1: 2 Ap, 590 Cp
Rank 2: 2 AP, 740 Cp
Rank 3: 2 Ap, 880 Cp
Notes:
-This Jutsu may Automatically target two separate targets.
---
Sword Of Oblivion - Storm Jutsu<i></i>
An advanced technique of the Santaru clan, this allows them to condense the electrons around them into a sword-like shape, which upon being infused with their electrical chakra, generate into a blade of shocking electrical volts, the bolts so bright that it slightly blinds those who look at the user directly.
Rank 1: User may create a weapon out of electricity. The user gains +2 Dodge while equipoed with this weapon.
Rank 2: For every Lightning Based Jutsu the user is maintaining, they gain a -2% on the maintain cost. (IE: Maintaining 3 Lightning based jutsu while equipped with this weapon gives the maintained jutsu -6% on their maintain cost.)
Rank 3: Lightning Based jutsu may be channeled through this weapon.
Cost: 2 Ap, 1200 Cp to create, 400 Cp/Rnd.
Notes:
- Weapon specification must follow the Weapon Creation rules.
- Taijutsu Damage caused by this weapon may be buffed by Lightning based buffs as well as physical buffs.
- This weapon cannot cause bleeding or suppression by any means.
- This weapon cannot be augmented by any means.
---
Updraft - Storm Jutsu<i></i>
A storm technique performed yet again by altering the electrons in the air, this invokes a powerful gust of wind that smashes into targets with spontaneous force, and launches them into the sky with its sheer force. Perhaps this technique started rumors of the Santaru being able to fly, though one may wonder how safe using it on oneself may be.
Rank 1: Updraft sends a 20x20 area 20ft up into the air, causing them 1,440 damage at +2.5 Accuracy from the brute force of the wind and slamming the ground.
Rank 2: Updraft sends a 20x20 area 20ft up into the air, causing them 1,800 damage at +3 Accuracy from the brute force of the wind and slamming the ground.
Rank 3: Updraft sends a 20x20 area 20ft up into the air, causing them 2,160 damage at +3.5 Accuracy from the brute force of the wind and slamming the ground.
Costs:
Rank 1: 2.5AP; 650 Cp
Rank 2: 2.5AP; 820 Cp/Target.
Rank 3: 2.5AP; 980 Cp/Target
Notes:
- Can only be used once a round.
-This Jutsu may Automatically target two separate targets.
---
Dark Tempest - Storm Jutsu<i></i>
The Santaru's full potential can only be unleashed when they experience intense emotions, most commonly when fearing that they are in danger. Once they reach that limit though...their powers become so powerful, so destructive, that they can no longer maintain control of their own abilities, unleashing a storm that spreads havoc across the environment, and even threatens the very Santaru which conjured it up, becoming a threat to themselves and all around them.
Rank 1: Every round four lightning bolts attempt to strike every player, including the user, for 600 damage each. The bolts damage the user but hit at -2 Accuracy. All possible effects of Storm Control Rank 3 are in play and will start to effect the user in one round.
Rank 2: Every round five lightning bolts attempt to strike every player, including the user, for 600 damage each. The bolts damage the user but hit at -3 Accuracy. All possible effects of Storm Control Rank 3 are in play and will start to effect the user in two rounds. Large funnel clouds form thin tornadoes that have a 30% chance per person to throw people 30ft into the air, giving them -1 dodge for the round. The user has a 20% to be tossed which increases by 10% every round till it caps out at 30%.
Rank 3: Every round six lightning bolts attempt to strike every player, including the user, for 600 damage each. The bolts damage the user but hit at -3 Accuracy. All possible effects of Storm Control Rank 3 are in play and will start to effect the user in two rounds. Large funnel clouds form thin tornadoes that have a 50% chance per person to throw people 50ft into the air, giving them -2 Dodge for the round. The user has a 20% to be tossed which increases by 10% every round till it caps out at 50%.
Cost: 3 AP; 3000 Chakra
Notes:
- Storm Call and Control must be in play before this can be used.
- Santaru must be at or under 50% HP to use this.
- Lasts five rounds, cannot be canceled.[/fontsize]
Equipment
Slot 1
Slot 2:
Slot 3:
Slot 4:
Slot 5:
Custom Weapon:
Slot 2:
Slot 3:
Slot 4:
Slot 5:
Custom Weapon:
Abilities:
Ability 1: Healing Factor
Ability 2:Tracker
Ability 3:Stalker
Ability 4:Quick Reaction
Ability 5:Hyperactive
Ability 2:Tracker
Ability 3:Stalker
Ability 4:Quick Reaction
Ability 5:Hyperactive
Ninjutsu:
Taijutsu:
Genjutsu
Training History:
Wed Jul 22, 2015 7:04 am
by Toraono Kuro
+6 Storm bolt rank up
+6 thunderfist rank up
Genjutsu +23
by Toraono Kuro
+6 Storm bolt rank up
+6 thunderfist rank up
Genjutsu +23
Mission, Exam and Lesson History