Part one of the changes:
0. Combat Medic
0. Hidden Power
1. Implacable - Dropping
2. Weapon Attunement - Dropping
3. Strategist - Dropping
4. Deflection
5. Duelist
6. Defensive Technique - Dropping
7. Acrobatics - Dropping
8. Willpower
9. Called Shot - Dropping
10. Kinjutsu
11. Kinjutsu
12. Kinjutsu
Training:
0. Shinobi 101 - Kinetic Genjutsu with Nin accuracy
Removing both my weapons. (Not sure what the costs are)
Replacing with:
Unarmed (May use handseals)
-10% damage; +2 Accuracy
Re-energise
Recovery
Wide edge
Final List of Abilities:
0. Combat Medic
0. Hidden Power
0. Shinobi 101 - Kinetic Genjutsu with Nin Accuracy
1. Deflection
2. Duellist
3. Willpower
4. Kinjutsu
5. Kinjutsu
6. Kinjutsu
Water Adept 19/20:
Inner Reservoir - 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 - 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
Liquid Efficiency - Boost (3 point)
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 15% less chakra, including maintain costs.
Healing Waters - 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 - 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.
Water Blessing - 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 - 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 - 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: This counts as a Chakra Armor.
Inventory:
- Pouch (Tools)
- Light Armor
- Kawarimi Target
- Headset