Original first post pasted into second post.
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Abilities:
Core Ability/Bloodline:
Weapon(s):
Weapons Galore purchase link: (If bought)
**repeat code for multiple weapons, consider columns
Equipment:
Curse Seal(s):
Contracts:
Kinjutsu:
Dojo Requests
Request Template Codes
Battle Card
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- Username: Shinrya Kahako
- Profile Link: Here
- Dojo Link: Here
- Training Link: Here
- OCR/Character Creation Link: Here (OCR for post-hack rewards)
- In Character Rank: Medical Chief (Jounin)
- Out of character rank: S-rank
- Elemental Affinities:
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- Character class:
- Ruby's Grace: Mother of Water[Vet+CPbonus]
- HP: (55+lvl) x stamina
- CP: (45+lvl) x chakra controll
- Class Bonus: +1 accuracy (2pts); Water Jutsu gain +2 Accuracy/DC and + 10% Damage. (6pts)
- High: Ninjutsu Accuracy
- Average: Melee Accuracy, Dodge, Genjutsu Save
- Low: Ranged Accuracy, Genjutsu DC
- Character class approval: Here
- Class point card ASP purchase: Here
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Abilities:
1. Elementalist
Approval
2. Healing Factor
Approval
3. Conservative Motion
Approval
4. Acrobatics
Approval
5. Deflection
Approval
6. Water- Chakra Style
Approval
7. Quick Reaction
Approval
8. Jutsu Expansion
Approval
9. Elemental Aura
Approval
10. Clarity
Approval
11. Jutsu Mastery
Approval
12. Concentration asp card approval
Approval
13. Shinobi 101- Audial Genjutsu
Approval
14. Combat Medic (Medical Branch Ability)
Approval
**Please note, the number of abilities will decrease with kinjutsu option.**
Approval
2. Healing Factor
Approval
3. Conservative Motion
Approval
4. Acrobatics
Approval
5. Deflection
Approval
6. Water- Chakra Style
Approval
7. Quick Reaction
Approval
8. Jutsu Expansion
Approval
9. Elemental Aura
Approval
10. Clarity
Approval
11. Jutsu Mastery
Approval
12. Concentration asp card approval
Approval
13. Shinobi 101- Audial Genjutsu
Approval
14. Combat Medic (Medical Branch Ability)
Approval
**Please note, the number of abilities will decrease with kinjutsu option.**
Water Adept
Current Power Level: 3600 (capped)
link to approved request thread/OCR/
link to approved CA ability point distribution(CA only)
Current Power Level: 3600 (capped)
link to approved request thread/OCR/
link to approved CA ability point distribution(CA only)
Water Adept
Inner Reservoir</U><i></i> - Passive (2 points) PURCHASED
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) PURCHASED
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) PURCHASED
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) PURCHASED 3 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 - 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: For 1.5 AP, the user may dispel any poisons affecting a target. Requires Melee Contact. Cannot be used on self.
Healing Waters<i></i> - Dependent Special Move (2 points) PURCHASED
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) PURCHASED
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<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.
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) PURCHASED
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) PURCHASED
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.[/fontsize]
Inner Reservoir</U><i></i> - Passive (2 points) PURCHASED
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) PURCHASED
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) PURCHASED
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) PURCHASED 3 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 - 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: For 1.5 AP, the user may dispel any poisons affecting a target. Requires Melee Contact. Cannot be used on self.
Healing Waters<i></i> - Dependent Special Move (2 points) PURCHASED
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) PURCHASED
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<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.
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) PURCHASED
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) PURCHASED
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.[/fontsize]
Weapons Galore purchase link: (If bought)
- <U>Name: Kahako's Favored Gloves
- Damage Type: Unarmed- Handseals
- Damage Modifiers: 0
- Accuracy Modifiers: 0
- Augment 1: Purchase Trick Weapon: Bludgeoning-suppression
- Augment 2: Purchase Recovery Unlocked at D-rank
- Augment 3: Purchase Re-energize Unlocked at B-rank
- Name: Kahako's ice-laced Gloves
- Damage Type: Unarmed- Handseals
- Damage Modifiers: 0
- Accuracy Modifiers: 0
- Augment 1: Purchase Special Composition- Water
- Augment 2: Purchase Vengeance Unlocked at D-rank
- Augment 3: Purchase Rough Divide Unlocked at B-rank
**repeat code for multiple weapons, consider columns
Slot 1:Headset
Slot 2:Pouch- tools
Slot 3:Respirator
Slot 4(Gained by purchasing Item hoarder ASP card):Itemname<i></i>
Link to item hoarder purchase:
Equipment Approval
Slot 2:Pouch- tools
Slot 3:Respirator
Slot 4(Gained by purchasing Item hoarder ASP card):Itemname<i></i>
Link to item hoarder purchase:
Equipment Approval
**Requires Cursed Seal Ability/To have been sealed by someone with the ability**
Link to RP where obtained(if any):
Seal Name:
Effect(6 class points):
Class Accuracy-type raised:
(Dulpicate code as needed)
Link to RP where obtained(if any):
Seal Name:
Effect(6 class points):
Class Accuracy-type raised:
(Dulpicate code as needed)
Contract name:
Contract Approval link:
1.
2.
3.
Jutsu List: (unlocked based on your summons rank.
4 E-Rank:
4 D-Rank:
4 C-Rank:
4 B-Rank:
6 A-Rank:
Abilities:
1.
2.(Unlocked at B-rank)
3.(Unlocked at S-rank)
Specialized Ability:
(paste code found under your contract's information here)
Contract Approval link:
- <Insert Class Name>
- HP: (Creature's Mod 1 + User's Level) x User's Chakra Control
- CP: (Creature's Mod 2 + User's Level) x User's Chakra Control
- Class Bonus:
- High:
- Average:
- Low:
1.
2.
3.
Jutsu List: (unlocked based on your summons rank.
4 E-Rank:
4 D-Rank:
4 C-Rank:
4 B-Rank:
6 A-Rank:
Abilities:
1.
2.(Unlocked at B-rank)
3.(Unlocked at S-rank)
Specialized Ability:
(paste code found under your contract's information here)
Kinjutsu Name:Namehere
Kinjutsu Approval Link:
Kinjutsu path(s) Approval links:
(Please copy paste any completed paths, your kinjutsu code, or any other relevant information to your Kinjutsu so that it is easily accessible.)
Kinjutsu Approval Link:
Kinjutsu path(s) Approval links:
(Please copy paste any completed paths, your kinjutsu code, or any other relevant information to your Kinjutsu so that it is easily accessible.)
Dojo Requests
Request Template Codes