Name: Motomori Aika
Rank: A
Title: Med-nin
Class: Crystal Healer
HP: [55 (+5)(+6) + LVL] x Sta =
CP: [35 (+5) + LVL] x CC =
class bonus: -10% CP cost, +1 acc
high: nin acc.
med: evasion, gen save, melee acc
low: ranged acc, gen d/c
* * * * *
Age: 17
Gender: Female
Quick Character Description: Aika has brown hair and bright crystal blue eyes. She’s about 5’5” and has a lithe frame. Aika is a no nonsense type person, especially when it comes to anything regarding her work. She hates being man handled or being treated like a piece of meat. She is likely to punch any man, or woman, who gropes without permission. (Mind you, permission is hard to come by.) She has quite the alcohol tolerance, and likes to trick others about how drunk she really is, just to see what they do. Her version of fun is going out drinking and possibly coming home with a bruise or two from the fight she got into, and usually won.
Character History: Motomori Eiji’s little sister. When Aika was three and Eiji thirteen, he took them from their “home” with the rest of the Motomori clan. She wasn’t sure what was going on, but she liked having more time with her brother. He was gone quite a bit, due to his training and then work, but she savored every minute of alone time the siblings had together. She intently listened to Eiji’s stories of the main clan, and was disgusted by the fact that her many sisters would be nothing better than brood mares, even if they became the matron someday. She was even more disgusted by the fact that had they stayed, she would have eventually had to have children with her half-brothers. Every time she read more about biology, the more that fact alone made her shiver in disgust. Aika was mistaken as a boy more than a few times as a youth. Who could blame them? Eiji raised her to look after herself, and he tended to dress her in boy clothes. After a while though, she got sick and tired of being called a boy and started to dress a little more girly, not by too much though. She excelled in her studies, becoming a medic in training at the age of eleven and was a full fledge medic by the time she was fourteen. Age sixteen marked Aika being promoted to the rank of jounin.
* * * * *
Stats:
Agility: 372/525
Stamina: 400/525
Ninjutsu: 400/525
Taijutsu: 300/525
Genjutsu: 300/525
Chakra Control: 400/525
PL: 2172
* * * * *
Jutsu<i></i>
Lightning:
Earth:
Water:
Taijutsu:
Non-elemental:
Genjutsu:
Medical Jutsu:
Benevolent:<i></i> (activated will have * beside name)
Rank: A
Title: Med-nin
Class: Crystal Healer
HP: [55 (+5)(+6) + LVL] x Sta =
CP: [35 (+5) + LVL] x CC =
class bonus: -10% CP cost, +1 acc
high: nin acc.
med: evasion, gen save, melee acc
low: ranged acc, gen d/c
* * * * *
Age: 17
Gender: Female
Quick Character Description: Aika has brown hair and bright crystal blue eyes. She’s about 5’5” and has a lithe frame. Aika is a no nonsense type person, especially when it comes to anything regarding her work. She hates being man handled or being treated like a piece of meat. She is likely to punch any man, or woman, who gropes without permission. (Mind you, permission is hard to come by.) She has quite the alcohol tolerance, and likes to trick others about how drunk she really is, just to see what they do. Her version of fun is going out drinking and possibly coming home with a bruise or two from the fight she got into, and usually won.
Character History: Motomori Eiji’s little sister. When Aika was three and Eiji thirteen, he took them from their “home” with the rest of the Motomori clan. She wasn’t sure what was going on, but she liked having more time with her brother. He was gone quite a bit, due to his training and then work, but she savored every minute of alone time the siblings had together. She intently listened to Eiji’s stories of the main clan, and was disgusted by the fact that her many sisters would be nothing better than brood mares, even if they became the matron someday. She was even more disgusted by the fact that had they stayed, she would have eventually had to have children with her half-brothers. Every time she read more about biology, the more that fact alone made her shiver in disgust. Aika was mistaken as a boy more than a few times as a youth. Who could blame them? Eiji raised her to look after herself, and he tended to dress her in boy clothes. After a while though, she got sick and tired of being called a boy and started to dress a little more girly, not by too much though. She excelled in her studies, becoming a medic in training at the age of eleven and was a full fledge medic by the time she was fourteen. Age sixteen marked Aika being promoted to the rank of jounin.
* * * * *
Stats:
Agility: 372/525
Stamina: 400/525
Ninjutsu: 400/525
Taijutsu: 300/525
Genjutsu: 300/525
Chakra Control: 400/525
PL: 2172
* * * * *
Jutsu<i></i>
Lightning:
Thunderfist: E-Rank; Mastered
Lightning Torrent: C-Rank; Mastered
Zeus Flash: C-Rank; Mastered
Thunderstruck: C-Rank; Mastered
Gigavolt Cannon: B-Rank; Rank 1
Chidori: B-Rank; Mastered
Lightning Beast: B-Rank; Rank 1
Lightning Torrent: C-Rank; Mastered
Zeus Flash: C-Rank; Mastered
Thunderstruck: C-Rank; Mastered
Gigavolt Cannon: B-Rank; Rank 1
Chidori: B-Rank; Mastered
Lightning Beast: B-Rank; Rank 1
Earth:
Water:
Water Whip: D-Rank; Mastered
Aqua Fang: D-Rank; rank 1
Rinse Off: D-Rank; rank 1
Impaling Hydro Jet: C-Rank; rank 1
Grand Waterfall: C-Rank; rank 1
Aqua Fang: D-Rank; rank 1
Rinse Off: D-Rank; rank 1
Impaling Hydro Jet: C-Rank; rank 1
Grand Waterfall: C-Rank; rank 1
Taijutsu:
Uncalled-for-shot: E-Rank; Mastered
Low Sweep: E-Rank; Mastered
Nut Buster: D-Rank; Mastered
4-Hit Combo: D-Rank; Mastered
Step-In Flash: C-Rank; Mastered
Tiger Hook: C-Rank; Mastered
Low Sweep: E-Rank; Mastered
Nut Buster: D-Rank; Mastered
4-Hit Combo: D-Rank; Mastered
Step-In Flash: C-Rank; Mastered
Tiger Hook: C-Rank; Mastered
Non-elemental:
Body Switch: E-Rank; Mastered
Transformation: E-Rank; Mastered
Basic summoning: E-Rank; Mastered
Stunt Double: C-Rank; Mastered
Elemental Clone: C-Rank; Mastered
Cancel: D-Rank; Mastered
Energy Transfer: B-Rank; Mastered
Transformation: E-Rank; Mastered
Basic summoning: E-Rank; Mastered
Stunt Double: C-Rank; Mastered
Elemental Clone: C-Rank; Mastered
Cancel: D-Rank; Mastered
Energy Transfer: B-Rank; Mastered
Genjutsu:
Clone: Lvl 2; Mastered
Tourniquet: Lvl 2; Mastered
Force Exhale: Lvl 1; Mastered
Pain Killer: Lvl 5; Mastered
Impaired Focus: Lvl 1; Rank 1
Stun: Lvl 1; Rank 1
Distortion: Lvl 2; Rank 1
Expose Mind: Lvl 4; Rank 1
Tourniquet: Lvl 2; Mastered
Force Exhale: Lvl 1; Mastered
Pain Killer: Lvl 5; Mastered
Impaired Focus: Lvl 1; Rank 1
Stun: Lvl 1; Rank 1
Distortion: Lvl 2; Rank 1
Expose Mind: Lvl 4; Rank 1
Medical Jutsu:
Mystical Hand: D-Rank; Mastered
Coagulation: D-Rank; Mastered
Anesthetic Infusion: C-rank; Rank 1
System Restoration: C-Rank; Rank 1
System Shock: C-Rank; Mastered
Coagulation: D-Rank; Mastered
Anesthetic Infusion: C-rank; Rank 1
System Restoration: C-Rank; Rank 1
System Shock: C-Rank; Mastered
Benevolent:<i></i> (activated will have * beside name)
[fontsize="12"]A benevolent one lives not for themselves, but their precious friends. They think little of their own well being, and tend to take a more supportive role in battle. When pushed too far, however, they can use their normally restorative techniques in offensive ways.
Note: All techniques and buffs from this Core Ability are classified as Light.
Master Healing*<i></i> - Passive (3 points)
Benevolents with this ability have fully mastered all aspects of healing and treating the wounds of others, making their healing jutsu that much more effective.
Effect: Medical jutsu are enhanced by 20%. This does not stack with Medical Knowledge.
Negative Energy*<i></i> - Dependent Special Move (3 points)
Restrictions: C Rank and up
Benevolent people are generally kind-hearted and adverse to violence, but when pushed far enough, they can use their medical jutsu, which deeply affect the body and chakra system, to deadly effect.
Effect: The user may use Medical jutsu offensively for the same amount of damage.
Notes:
- Modded as an unarmed melee attack.
- This still retains Medical Buffs.
- This can only be used with Medical jutsu that heal.
Purify<i></i> - Independent Special Move (2 points)
By channeling their chakra, a Benevolent person can help rid the body of impurities and tiredness, removing poisons and exhaustion. Their healing touch is said to be able to restore one's fighting spirit.
Effect: Automatically breaks down all Weak and Medium poisons, Gains a +3 poison resistance reroll to get rid of Strong Poisons. Also sobers up drunk people and cures other minor ailments like headaches, muscle cramps, etc. Also lowers their exhaustion by 50%. Costs 1.5AP and exhausts the user by 20%. Can only be used on others.
Calming Touch<i></i> - Independent Special Move (2 points)
Restriction: C Rank and Up
Many benevolent people can easily calm down frightened or enraged victims or enemies with merely a soothing touch, immediately calming them and restoring peace.
Effect: Calms people down with a gentle touch (1AP, melee accuracy), removing all fear or enrage effects and rerolling will genjutsu at +2 Save. If used on an opponent this leaves them confused for one round (treated as fear), giving them -2 Genjutsu Save for the rest of the battle and 10% chance to auto fail their actions. Opponents can resist, treating it as a Will Genjutsu.
Life Switch*<i></i> - Independent Special Move (2 Points)
Restrictions: C Rank and Up
Empathy made real, using this technique a benevolent person literally takes on another’s pain in order to heal them. When in danger, this can be used against an enemy for the opposite effect.
Effect: Exchanges the user’s HP with an ally’s. When below 20% HP, this can be used on an enemy to average their HP with the user's (the target and user's HP are added together, then divided between the two of them), though it cannot drop the target's HP below 20% and cannot raise the user’s HP above their max HP. This is treated as a level 5 genjutsu when used this way. Same effect as if used on an enemy if this is used on an ally with higher HP. Costs 2.5AP and exhausts the user by 40%.
Cure Spell<i></i> - Dependent Special Move (3 points)
Restriction- C Rank and up
The Benevolent is largely concerned with how well their team functions not due to a desire to win, but rather out of one to protect others. This enables them to heal several people at once.
Effect: The user can target up to three people with their Medical jutsu at 2x the cost. Can also be used on a single ally to heal 2x as much damage, or two allies to heal at 1.25x effectiveness. This move is not affected by any medical buffs, and cannot be used with medical jutsu that heal for a percentage of max HP. Can only be used once ever other round. Adds 10 exhaustion to user.
Divine Mind***<i></i> - Boost (1 point)
Restriction- Can be purchased up to three times
Mind over body, chakra over matter, and divinity over mortality. Benevolent fighters need to possess more fortitude than their fellows, in order to better aid them.
Effect: +2 to HP modifier.
Healing Aura*<i></i> - Passive (2 points)
A Benevolent soothes and calms just by their very presence, all healing attempts strengthened in their wake. This peaceful aura is said to feel like a cool breeze while active.
Effect: All medical jutsu used while a Benevolent is present are increased in effectiveness by 10%. This does not apply to Negative Energy.
Prevention<i></i> - Independent Special Move (3 points)
There is nothing so precious to a Benevolent as their beloved allies and friends. If they are hurting, the Benevolent will tend to them, and quickly, before they fall within the heat of battle.
Effect: Can heal allies below 10% max HP to 15% max HP as a free action for 3000 chakra. Can only be used on each ally once per battle, and may not be used if the ally is KO'd or Dead.
Patience*<i></i> - Independent Special Move (2 points)
The Benevolent would rather sacrifice themselves than allow one of their team to fall in battle. Their own status is immaterial, so long as they are still able to protect their friends.
Effect: The user loans up to 10% of their max HP to an ally. Can only be used once per ally per battle.
Sacred Guard*<i></i> - Passive (3 points)
Something about a healer makes the forces of nature slightly less inclined to hurt them. This can often work in the Benevolent's favor, especially with their tendency to sacrifice their own health for their friends'.
Effect: The user takes 10% less damage from all elemental attacks.
Genesis*<i></i> - Jutsu (1 point, 1 to rank up)
Restrictions: A-Rank and Up
The ultimate healing jutsu, this technique almost completely restores the target, making them practically good as new, though this is very exhausting for the user of this jutsu.
Rank 1: Heals for 60% max HP and removes all exhaustion, poisons and dodge, accuracy or stat debuffs caused by physical means (called shot, bleeding, etc). All genjutsu level 5 and below are rerolled with a +4 to resist. If used on self, only heals for 40% max HP and does not remove exhaustion.
Rank 2: Heals for 75% max HP and removes all exhaustion, poisons and dodge, accuracy or stat debuffs caused by physical means (called shot, bleeding, etc). All genjutsu level 6 and below are rerolled with a +5 to resist. If used on self, only heals for 50% max HP and does not remove exhaustion.
Cost: 4500 chakra, 4AP, gives user +25 exhaustion.
Notes:
- Damage healed cannot be buffed in any way.
- This may not be used with Negative Energy or any other effects which would make it damage instead of heal.
- A target may only be healed by this jutsu once per battle.[/fontsize]
Note: All techniques and buffs from this Core Ability are classified as Light.
Master Healing*<i></i> - Passive (3 points)
Benevolents with this ability have fully mastered all aspects of healing and treating the wounds of others, making their healing jutsu that much more effective.
Effect: Medical jutsu are enhanced by 20%. This does not stack with Medical Knowledge.
Negative Energy*<i></i> - Dependent Special Move (3 points)
Restrictions: C Rank and up
Benevolent people are generally kind-hearted and adverse to violence, but when pushed far enough, they can use their medical jutsu, which deeply affect the body and chakra system, to deadly effect.
Effect: The user may use Medical jutsu offensively for the same amount of damage.
Notes:
- Modded as an unarmed melee attack.
- This still retains Medical Buffs.
- This can only be used with Medical jutsu that heal.
Purify<i></i> - Independent Special Move (2 points)
By channeling their chakra, a Benevolent person can help rid the body of impurities and tiredness, removing poisons and exhaustion. Their healing touch is said to be able to restore one's fighting spirit.
Effect: Automatically breaks down all Weak and Medium poisons, Gains a +3 poison resistance reroll to get rid of Strong Poisons. Also sobers up drunk people and cures other minor ailments like headaches, muscle cramps, etc. Also lowers their exhaustion by 50%. Costs 1.5AP and exhausts the user by 20%. Can only be used on others.
Calming Touch<i></i> - Independent Special Move (2 points)
Restriction: C Rank and Up
Many benevolent people can easily calm down frightened or enraged victims or enemies with merely a soothing touch, immediately calming them and restoring peace.
Effect: Calms people down with a gentle touch (1AP, melee accuracy), removing all fear or enrage effects and rerolling will genjutsu at +2 Save. If used on an opponent this leaves them confused for one round (treated as fear), giving them -2 Genjutsu Save for the rest of the battle and 10% chance to auto fail their actions. Opponents can resist, treating it as a Will Genjutsu.
Life Switch*<i></i> - Independent Special Move (2 Points)
Restrictions: C Rank and Up
Empathy made real, using this technique a benevolent person literally takes on another’s pain in order to heal them. When in danger, this can be used against an enemy for the opposite effect.
Effect: Exchanges the user’s HP with an ally’s. When below 20% HP, this can be used on an enemy to average their HP with the user's (the target and user's HP are added together, then divided between the two of them), though it cannot drop the target's HP below 20% and cannot raise the user’s HP above their max HP. This is treated as a level 5 genjutsu when used this way. Same effect as if used on an enemy if this is used on an ally with higher HP. Costs 2.5AP and exhausts the user by 40%.
Cure Spell<i></i> - Dependent Special Move (3 points)
Restriction- C Rank and up
The Benevolent is largely concerned with how well their team functions not due to a desire to win, but rather out of one to protect others. This enables them to heal several people at once.
Effect: The user can target up to three people with their Medical jutsu at 2x the cost. Can also be used on a single ally to heal 2x as much damage, or two allies to heal at 1.25x effectiveness. This move is not affected by any medical buffs, and cannot be used with medical jutsu that heal for a percentage of max HP. Can only be used once ever other round. Adds 10 exhaustion to user.
Divine Mind***<i></i> - Boost (1 point)
Restriction- Can be purchased up to three times
Mind over body, chakra over matter, and divinity over mortality. Benevolent fighters need to possess more fortitude than their fellows, in order to better aid them.
Effect: +2 to HP modifier.
Healing Aura*<i></i> - Passive (2 points)
A Benevolent soothes and calms just by their very presence, all healing attempts strengthened in their wake. This peaceful aura is said to feel like a cool breeze while active.
Effect: All medical jutsu used while a Benevolent is present are increased in effectiveness by 10%. This does not apply to Negative Energy.
Prevention<i></i> - Independent Special Move (3 points)
There is nothing so precious to a Benevolent as their beloved allies and friends. If they are hurting, the Benevolent will tend to them, and quickly, before they fall within the heat of battle.
Effect: Can heal allies below 10% max HP to 15% max HP as a free action for 3000 chakra. Can only be used on each ally once per battle, and may not be used if the ally is KO'd or Dead.
Patience*<i></i> - Independent Special Move (2 points)
The Benevolent would rather sacrifice themselves than allow one of their team to fall in battle. Their own status is immaterial, so long as they are still able to protect their friends.
Effect: The user loans up to 10% of their max HP to an ally. Can only be used once per ally per battle.
Sacred Guard*<i></i> - Passive (3 points)
Something about a healer makes the forces of nature slightly less inclined to hurt them. This can often work in the Benevolent's favor, especially with their tendency to sacrifice their own health for their friends'.
Effect: The user takes 10% less damage from all elemental attacks.
Genesis*<i></i> - Jutsu (1 point, 1 to rank up)
Restrictions: A-Rank and Up
The ultimate healing jutsu, this technique almost completely restores the target, making them practically good as new, though this is very exhausting for the user of this jutsu.
Rank 1: Heals for 60% max HP and removes all exhaustion, poisons and dodge, accuracy or stat debuffs caused by physical means (called shot, bleeding, etc). All genjutsu level 5 and below are rerolled with a +4 to resist. If used on self, only heals for 40% max HP and does not remove exhaustion.
Rank 2: Heals for 75% max HP and removes all exhaustion, poisons and dodge, accuracy or stat debuffs caused by physical means (called shot, bleeding, etc). All genjutsu level 6 and below are rerolled with a +5 to resist. If used on self, only heals for 50% max HP and does not remove exhaustion.
Cost: 4500 chakra, 4AP, gives user +25 exhaustion.
Notes:
- Damage healed cannot be buffed in any way.
- This may not be used with Negative Energy or any other effects which would make it damage instead of heal.
- A target may only be healed by this jutsu once per battle.[/fontsize]