Akihana Mizuki said:
Voucher wrote:
Please List any character names that you were playing as before the site crashed or were officially retired:Akihana Mizuki
Please List all other characters that were killed or suicided:N/A
Old OOC Rank:C-Rank
Old IC Title:Genin
Old Bloodline or Core Ability:Kyobaku
Old Kinjutsu:
Approx Old Power Level: 80% Max C
New Character's name: Akihana Mizuki
Village you plan on joining:Sand
New IC Rank:Chunin
New Bloodline or Core Ability:Kyobaku
New Kinjutsu:
New Character's name: Ryujin Mikana
Village you plan on joining: Stone
New IC Rank: Chunin
New Bloodline or Core Ability: Reckless
New Kinjutsu:
New Stats:
Agility: 390 / 525
Stamina: 200 / 525
Ninjutsu: 125 / 525
Taijutsu: 485 / 525
Genjuts: 125 / 525
Chakra: 200 / 525
-----
Power Level: 1,525
Class: The Giant[V]
Health Points (HP): (50 + lvl) x Stamina
Chakra Points (CP): (50 + vl) x Chakra Control
Bonus- +15% melee damage
High- Melee acc
med- Gen save, Evasion, Nin acc
low- Range acc, gen dec
------------------------
age: 16
General Description:
Ryujin Mikana is a beautiful blossoming young girl and is the youngest of three sisters. Her appearance is earthly and autumn in nature. Her deeply tan, fawn brown complexion makes her stick out a little more amongst the crowd as does the rest of her family. Blue ribbons adorn her dark chocolate curls and natural auburn and bronze highlights ride the crown of her head. Her slight rounded face is accented by dimples, as well as her light blue eyes inherited by her people. Sneaking out has started to tone her soft frame as she loves outdoor activity.
A bit of a tomboy and nature lover Mikana likes to get her hands dirty. Climbing trees and hanging upside down is one of her favorite past times. She isn't well grounded nor is she even tempered. Being the youngest of two sisters allowed her to be carefree, a bit brash, stubborn and hot headed. As her flowering appearance implies she opens up to most that appear trustworthy.
Mikana's family were amazed at how much she has advanced herself at such a young age. Having a strong older sister close at hand allowed for great insight on mastery and perfection, especially since Mikana always found herself in competition with her. Mikana became the youngest chunin in her family and made her already proud parents even prouder. Though Mikana has been recognized by her village and promoted, she has never really wanted any of it. Her family owns a successful caravan business that travels around the country delivering goods and as such keeps Mikana with limited communication with her father and some times her second oldest sister. She has always been too young to go on one of those great adventures but figured if she did well then perhaps she'd be allowed. She is now of age that she can freely travel however her duties toward her village keeps her time spent developing herself. For every new skill she masters she finds new situations that are increasingly more difficult and puzzling. The dark ninja girl is now a proud chunnin and with ambitions to spend more time with her family.
History:
Ryujin Mikana is surrounded by a loving family. She is the female image of her father and like the rest of her family, she bears the same dark skin and icy blue eyes. Being daddy's girl, she often waited for his return from long caravan trips to share her problems and happiness. His being away so much has probably contributed the most to her somewhat out of control behavior and earlier acting outs in her life. Mikana is still loves her mother like any other daughter would, though not so much the strict rigidity of her mothers controllingness. Jun, Mikana's mother, orphan childhood makes her over precautious and over protective. Needless to say they fight, which often encourages Mikana to become lost for a few hours. This drives Jun insane, but even after their worst arguments they find ways to make up.
In Mikana's eyes nothing is more treasured than her time spent with either of her sisters "Kyoko" and "Koyoko-chan". Kyoko and Koyoko Co Co as Mikana would say, gave Mikana her love for adventure and jutsu. As kids they used to explore the forbidden areas of their village and as a result were always in trouble. As they grew older less time was spent together. Kyoko the oldest became a gennin while Koyoko showed exceptional promise in the water arts became a valuable asset to the caravan company and was never home. Following the unfortunate mishap of becoming a sort of only daughter, her mother turned into a warden denying Mikana's adventurous nature its due process. Behind this unbearable treatment for a year Mikana was starting to hang with a bad crowd. Her father who heard of this while on the road decided to be proactive and ensure she be better able to defend herself. His paternal instincts were guided by the suggestion made by Koyoko who felt that this time they should be proactive against the unexpected. Koyoko already knew of her desire to go to the academy, and suggested that her permission as a tenth birthday present should be granted. Mizu, their father, knows Jun will pretest so he signed Mikana up anyway and prepared himself to weather the storm of arguing that will ensue.
Known Family:
Ryujin Meigetsu (paternal grandfather) [DNPC]
Uchiha Fumi (paternal grandmother/ Jun's mom) died in child birth
Ryujin Mizu (Father) [DNPC]
Ryujin Hatori (Uncle, Eldest) [DNPC]
Ryujin Koyoko (2nd oldest sister) [PC by either Amatsu or Kira]
Ryujin Kyoko (Oldest of three sisters) [PC by either Amatsu or Kira]
Ryujin Jun (orphaned mother) [DNPC]
Jutsu 30
[spoilername="old jutsu"]Jutsu:
Basic
Transformation
-Prereqs: Ninjutsu: 10
-Currently at: Master Rank 3:
Rank 1: Allows the user to appear as another, with a 50% chance each round to fail. Can modify size up to 5%.
Rank 2: Allows the user to appear as another, with a 35% chance each round to fail. Can modify size up to 10%.
Rank 3: Allows the user to appear as another, with a 20% chance each round to fail. Can modify size up to 20%.
-Rank 1 Cost: 30 CP to initiate/maintain
-Rank 2 Cost: 40 CP to initiate/maintain
-Rank 3 Cost: 50 CP to initiate/maintain
Body Switch
-Prereqs: Ninjutsu 10
-Currently at: Mastered Rank 3:
Rank 1: May body switch with a prepared Kawarimi Target
Rank 2: May body switch with one of your own clones.
Rank 3: May body switch with any clone.
-Rank 1 Cost: 30 CP
-Rank 2 Cost: 40 CP
-Rank 3 Cost: 45 CP
Clone
-Prereqs: Genjutsu 30
-Currently at: Master Rank 3: Creates an illusion at +2 DC. Causes the target to see 3 clones of the user.
-Cost: 100 Chakra to initiate, 30 per round maintained.
Chakra Concentration
-Prereqs: Ninjutsu: 10, Chakra Control: 10
-Currently at: Master Rank 3:
Rank 1: Allows the user to walk across solid vertical surfaces. Also reduces chance of suppression and stumbling by 3% and knockback by 2 feet.
Rank 2: Allows the user to walk upon any solid surface, even upside down. Also reduces chance of suppression and stumbling by 5% and knockback by 4 feet.
Rank 3: Allows the user to walk upon any surface whether it be solid or liquid. Also reduces chance of suppression and stumbling by 7% and knockback by 6 feet.
-Does not require handseals. Costs 0 Ap
-Rank 1 Cost: 25 CP to initiate/maintain.
-Rank 2 Cost: 30 CP to initiate/maintain
-Rank 3 Cost: 40 CP to initiate/maintain
Item Summoning
-Prereqs: Ninjutsu: 10, Chakra Control: 10, at least one usable Summoning Scroll
-Currently at: Master Rank 3:
Rank 1: Allows the user to store and summon Light Stacks within Summoning Scrolls.
Rank 2: Allows the user to store and summon Medium Stacks within Summoning Scrolls.
Rank 3: Allows the user to store and summon Heavy Stacks within Summoning Scrolls.
Note:
- This Jutsu is not actually used for summoning, rather the AP cost is normal equipping cost with the addition of the penalty from the scroll.
- Scroll Ap penalties are +.3 Ap for items stored in a small scroll, and +.5 Ap for items stored in a Large scroll.
-Rank 1 Cost: 30 CP per summon
-Rank 2 Cost: 40 CP per summon
-Rank 3 Cost: 45 CP per summon
Stunt Double
-Prereqs: Ninjutsu: 80, Chakra Control: 70, Agility 70, Body Switch Mastered, Any Clone Jutsu
-Currently at: Master Rank 3:
-Rank 1: Allows the user to create a clone and hide themselves from view, up to 10 feet away, with +1 Stealth.
-Rank 2: Allows the user to create a clone and hide themselves from view, up to 20 feet away, with +1.5 Stealth.
-Rank 3: Allows the user to create a clone and hide themselves from view, up to 30 feet away, with +2 Stealth.
Note:
- Cannot be used reactionary.
- When used, the user makes a stealth check against all in the battle, and attempts to enter stealth mode with the clone taking their place. Using this jutsu is always a hidden action.
- The user chooses which clone jutsu to use with this technique, though only 1 clone is created.
- In addition to the cost of this jutsu, the user must pay all costs for their chosen clone technique, including Ap, though this jutsu is modded as if instantaneous.
- Illusionary clones may be used with this technique, though they require a genjutsu check as well as a stealth check. If the Genjutsu check fails, then the user loses the stealth check bonus, and the opponent just notices the user vanish.
-Rank 1 Cost: 240 CP
-Rank 2 Cost: 300 CP
-Rank 3 Cost: 360 CP
Jutsu Sealing
-Prereqs: Ninjutsu: 100, Chakra Control: 115, 4 mastered jutsu of the chosen element, Sealing Scroll
-Currently at: Master Rank 3:
Rank 1: Allows the user to scribe and release level 1-4 Ninjutsu.
Rank 2: Allows the user to scribe and release level 1-5 Ninjutsu.
Rank 3: Allows the user to scribe and release level 1-6 Ninjutsu.
Note:
- The user must have 5 mastered Jutsu of an element in order to Scribe jutsu of that element.
- When attempting to Seal, the user makes a Ninjutsu Check against the target to determine if the jutsu is sealed or not.
- For every Level Below 4, the user gains +.5 to their Seal attempt. For every level a jutsu is above 4, they lose -.5 to their attempt.
- If the user fails, they are Auto-hit by the Jutsu and take +10% damage due to taking the hit head on. In addition, the scroll used in this process is destroyed.
- Once sealed, the jutsu may be released for .5 Ap. This jutsu does not gain any buffs other than the ones it was originally used with.
- Scrolls may only be used to store jutsu once, and become useless after releasing a stored jutsu.
- Handseal Knowledge grants the user +2 to their Ninjutsu Check if they successfully recognize which element is used.
-Cost: Cost of Sealed Jutsu +20% to Seal. 75 Cp per Jutsu Level to Release.
Wall of Spirits
-Prereqs: Ninjutsu 115, Chakra Control 110
-Currently at: Master Rank 3:
Rank 1: Creates a barrier taking 1030 damage per round, regenerating 200 HP to up to 1 person within the barrier.
Rank 2: Creates a barrier taking 1280 damage per round, regenerating 250 HP to up to 2 people within the barrier.
Rank 3: Creates a barrier taking 1540 damage per round, regenerating 300 HP to up to 3 people within the barrier.
Note:
- Only one barrier may be active at a time.
- The wall regains 300 HP per round
- Jutsu that do enough damage to break it carry over the remaining damage through the barrier at -2 accuracy.
- Genjutsu cannot pass through the barrier.
-Rank 1 Cost: 345 Cp to initiate, 165 Cp/Rnd.
-Rank 2 Cost: 430 Cp to initiate, 200 Cp/Rnd.
-Rank 3 Cost: 520 Cp to initiate, 250 Cp/Rnd.
Barrier
-Prereqs: Ninjutsu: 150, Chakra Control: 140, Wall of Spirits mastered
-Currently at: Rank 1:
Rank 1: Creates a barrier that defends the user or an ally against up to 1260 damage. The protected is protected against all Genjutsu and may not attack someone from inside of the barrier.
Rank 2: Creates a barrier that defends the user or an ally against up to 1580 damage. The protected is protected against all Genjutsu and may not attack someone from inside of the barrier.
Rank 3: Creates a barrier that defends the user or an ally against up to 1900 damage. The protected is protected against all Genjutsu and may not attack someone from inside of the barrier.
Special Action: By Paying 1 Ap and the maintain cost, the user may restore the barrier's hp by 50%. This can only be done when it is used on themselves. May only be used once.
Note:
- This does not cancel Genjutsu already in effect.
-Rank 1 Cost: 500 Cp to initiate, 250 Cp/Rnd.
-Rank 2 Cost: 620 Cp to initiate, 300 Cp/Rnd.
-Rank 3 Cost: 740 Cp to initiate, 350 Cp/Rnd.
Note:
- Does not stack upon itself.
- If used on an enemy, this uses -3 Ninjutsu Accuracy. They do not Recover Hp.
- Barrier Hp may be increased with Ninjutsu buffs, Restored Hp may be increased by medical buffs.
- The barrier fully recovers Hp at the start of each round.
- This barrier does not affect Genjutsu or Ninjutsu already in effect.
Taijutsu (Buff)
Take Aim
-Prereqs: Taijutsu 5
-Currently at: Rank 1: Next action gains + .5 Accuracy.
-Cost: 30 CP
Rush
-Prereqs: Taijutsu 5
-Currently at: Master Rank 3: Next physical action gains +2 Accuracy at -10% Damage.
-Cost: 30 CP
Charge
-Prereqs: Taijutsu 5
-Currently at: Rank 1: Next physical action deals damage to a 5x5 Area.
- Special Action: The user may increase the AP of this jutsu by +.25 AP to add an additional +5x5 Feet and +.5 Accuracy to their next attack. This may be done up to twice.
-Cost: 30 CP
Breath Control
-Prereqs: Taijutsu 15
-Currently at: Master Rank 3: Cumulative Exhaustion gained during the round is reduced by 30% while active.
-Cost: 45 CP, and for every round maintained
Shadow Leap
-Prereqs: Taijutsu 15
-Currently at: Rank 1: User Gains +1 dodge Against one technique, and -2 Dodge to all techniques after that until after the users next action. The user’s next physical attack deals +5% damage.
Note:
- Can be used reflexively
- Damage buff only applies to Taijutsu. Should the user make a different action, the buff is wasted.
-Cost: 45 CP.
Speed Boost
-Prereqs: Taijutsu 40
-Currently at: Master Rank 3: +5% Auto-Dodge, +1 Dodge against called shots
-Cost: 150 CP, 75 CP per round.
Chakra Extension
-Prereqs: Taijutsu 55, Chakra Control 60
-Currently at: Master Rank 3: All strikes gain +1 Accuracy and +5% Damage, Partial hits deal +15% Damage.
Note:
- Can only be used with Melee Weapons not ranged.
- Partial hits cannot surpass 100% Damage (A full hit).
Cost: 160 Chakra per round.
Eye Of The Tiger
-Prereqs: Taijutsu 55
-Currently at: Rank 1: +2 Dodge for the remainder of the round. Partial hit damage is reduced by 20%, If an attack is fully dodged the user gains +1 Accuracy.
- Can only be used once every other round.
- Accuracy Bonus only applies to the user’s next action. Cannot Stack beyond +2.
-Cost: 160 CP
Shadow Dance
-Prereqs: Taijutsu 85
-Currently at: Rank 3: The user moves quickly and appears behind the target within 12 feet, having their next action treated as a Sneak Attack with a 5% chance of Auto-hitting.
-Special Action: This can be used reflexively, giving the user +2 Dodge. If they are hit, they do not gain any further bonuses from this jutsu.
Note:
- This can only be done with Taijutsu, A Ninjutsu would alert the target.
- Because of the quick speed, the user does not suffer a stealth penalty from performing a melee attack.
- Either way, the user is not in stealth mode whether they succeed a Stealth check or not.
-Cost: 320 CP
Taijutsu (Unarmed)
Uncalled-for-Shot
-Prereqs: Taijutsu 5, Unarmed
-Currently at: Master Rank 3: +10% Chance of suppression.
-Cost: 45 CP
Dynamic Entry
-Prereqs: Taijutsu 15, Unarmed
-Currently at: Master Rank 3: Strikes at 210% Damage at +2 Accuracy.
-Cost: 45 CP
Dynamic Finish
-Prereqs: Taijutsu 15, unarmed
-Currently at: Master Rank 3: Two Strikes at 105% Damage and +2 Accuracy.
-Cost: 45 CP
Tenderizing Combo
-Prereqs: Taijutsu 55, Uncalled-for Strike Mastered
-Currently at: Master Rank 3: User Strikes 4 times at 120% Damage at +2 Accuracy.
Note:
- Each hit gives the target -.5 Dodge to the next strike aimed at them after this jutsu.
-Cost: 160 CP
Spinning Wind
-Prereqs: Taijutsu 40, Unarmed.
-Currently at: Master Rank 3: Strikes three times at 140% Damage and +2 Accuracy.
-Cost: 150 CP
______________
Mednin (Ninjutsu)
Mystical Hand
-Prereqs: Chakra Control 80
-Currently at: Rank 1:
Rank 1: Restores 610 Hp.
Rank 2: Restores 765 Hp.
Master Rank: Restores 920 Hp.
-Rank 1 Cost: 240 CP
-Rank 2 Cost: 300 CP
-Rank 3 Cost: 360 CP
Ninjutsu (Water)
Splash
-Prereqs: Ninjutsu 10
-Currently at: Master Rank 3:
Rank 1: The user flicks their hand, creating a splash of water that deals 80 damage at +1 accuracy
Rank 2: The user flicks their hand, creating a splash of water that deals 100 damage at +1 accuracy
Rank 3: The user flicks their hand, creating a splash of water that deals 120 damage at +1 accuracy
-Rank 1 Cost: 25 CP to initiate
-Rank 2 Cost: 30 CP to initiate
-Rank 3 Cost: 40 CP to initiate
Hydro Wave
-Prereqs: Ninjutsu 60, Chakra Control 40, Splash mastered
-Currently at: Master Rank 3:
Rank 1: Creates a 8x8 wave that deals 475 damage at -.5 accuracy to those hit by it. The wave has a 10% chance of suppression.
Rank 2: Creates a 10x10 wave that deals 595 damage to those hit by it. The wave has a 12% chance of suppression.
Rank 3: Creates a 12x12 wave that deals 710 damage at +.5 accuracy to those hit by it. The wave has a 14% chance of suppression.
-Rank 1 Cost: 200 CP to initiate
-Rank 2 Cost: 250 CP to initiate
-Rank 3 Cost: 300 CP to initiate
Aqua Fang
-Prereqs: Ninjutsu 60, Chakra Control 40
-Currently at: Master Rank 3:
Rank 1: Creates a sharp tendril of spiraling water, that deals 490 piercing damage at +1 accuracy that has a +4% chance to cause Bleeding.
Rank 2: Creates a sharp tendril of spiraling water, that deals 610 piercing damage at +1 accuracy that has a +6% chance to cause Bleeding.
Rank 3: Creates a sharp tendril of spiraling water, that deals 730 piercing damage at +1 accuracy that has a +8% chance to cause bleeding.
-Rank 1 Cost: 160 CP to initiate
-Rank 2 Cost: 200 CP to initiate
-Rank 3 Cost: 240 CP to initiate
Water Sphere
-Prereqs: Ninjutsu 60, Chakra Control 40
-Currently at: Master Rank 3:
Rank 1: Shoots a ball of concussive water that explodes on contact, dealing 550 damage and pushing the target back 8 feet.
Rank 2: Shoots a ball of concussive water that explodes on contact, dealing 670 damage and pushing the target back 10 feet.
Rank 3: Shoots a ball of concussive water that explodes on contact, dealing 810 damage and pushing the target back 12 feet.
-Rank 1 Cost: 180 CP to initiate
-Rank 2 Cost: 230 CP to initiate
-Rank 3 Cost: 270 CP to initiate
Water Prison
-Prereqs: Ninjutsu 60, Chakra Control 50
-Currently at: Master Rank 3:
Rank 1: Creates a sphere of water that binds the enemy at -4 accuracy. While bound, the victim has -2 Accuracy and -20% damage due to the pressurized prison. Target has a 40% chance per round to escape.
Rank 2: Creates a sphere of water that binds the enemy at -3.5 accuracy. While bound, the victim has -3 Accuracy and -25% damage due to the pressurized prison. Target has a 35% chance per round to escape.
Rank 3: Creates a sphere of water that binds the enemy at -3 accuracy. While bound, the victim has -4 Accuracy and -30% damage due to the pressurized prison. Target has a 30% chance per round to escape.
-Rank 1 Cost: 220 CP to initiate, 100 CP/rnd
-Rank 2 Cost: 280 CP to initiate, 130 CP/rnd
-Rank 3 Cost: 330 CP to initiate, 160 CP/rnd
Aqua Twin Fang
-Prereqs: Ninjutsu: 80, Chakra Control: 60, Aqua Fang Mastered
-Currently at: Master Rank 3:
Rank 1: Creates two tendrils of spiraling water, each dealing 325 piercing damage at +1 accuracy.
Rank 2: Creates two tendrils of spiraling water, each dealing 410 piercing damage at +1 accuracy.
Rank 3: Creates two tendrils of spiraling water, each dealing 490 piercing damage at +1 accuracy.
Note:
-This technique ignores up to 10% Damage Reduction, and gains +15% Damage against barriers or shields.
-Rank 1 Cost: 220 CP to initiate
-Rank 2 Cost: 270 CP to initiate
-Rank 3 Cost: 330 CP to initiate
Violent Water Wave
-Prereqs: Ninjutsu 80, Chakra Control 55
-Currently at: Master Rank 3:
Rank 1: The user blows a wave of water, dealing 790 damage at -1 accuracy. The wave knocks back the target 8 feet, and has a 14% chance of Suppression.
Rank 2: The user blows a wave of water, dealing 990 damage at -1 accuracy. The wave knocks back the target 10 feet, and has a 17% chance of Suppression.
Rank 3: The user blows a wave of water, dealing 1190 damage at -1 accuracy. The wave knocks back the target 12 feet, and has a 20% chance of Suppression.
Note:
- By increasing the chakra cost by +10%, the user may add +2% chance of suppression and +3 feet of knockback. This may be done up to three times.
- Should the user increase this jutsus strength fully, it gains +1 Accuracy.
-Rank 1 Cost: 260 CP to initiate
-Rank 2 Cost: 330 CP to initiate
-Rank 3 Cost: 400 CP to initiate
Hydro Blast
-Prereqs: Ninjutsu 115, Chakra Control 85
-Currently at: Master Rank 3:
-Rank 1: Releases condensed water in an explosive blast of water in a 9x9 area in front of the user, dealing 830 damage at +1 Accuracy with a 12% chance to cause suppression.
-Rank 2: Releases condensed water in an explosive blast of water in a 12x12 area in front of the user, dealing 1035 damage at +1.5 Accuracy with a 14% chance to cause suppression.
-Rank 3: Releases condensed water in an explosive blast of water in a 15x15 area in front of the user, dealing 1240 damage at +2 Accuracy with a 16% chance to cause suppression.
Note:
- This jutsu may automatically target two targets.
- Upon a critical hit, Suppression is Automatic.
- If used at Melee range (Using Melee Accuracy), this technique gains +2 Critical and +4% chance of suppression.
-Rank 1 Cost: 350 CP to initiate
-Rank 2 Cost: 430 CP to initiate
-Rank 3 Cost: 520 CP to initiate
Water Clone
-Prereqs: Ninjutsu 115, Chakra Control 110
-Currently at: Master Rank 3:
Rank 1: Creates a clone of water that has -9 to secondaries. The clone has Hp and Cp equal to 10% of the users Max Cp, and can use level 1-3 water jutsu at rank 1.
Rank 2: Creates up to two clones of water that have -8 to secondaries. The clone has HP and CP equal to 15% of the user’s max CP divided into each clone, and can use level 1-4 water jutsu at rank 1.
Rank 3: Creates up to three clones of water that have -7 to secondaries. The clone has HP and CP equal to 20% of the user’s max CP divided into each clone, and can use level 1-4 water jutsu at rank 2.
Note:
- All clones have 1/4 of the users AP. Lowest AP can go is .5 AP.
- Once clones run out of Chakra, they disperse.
- The amount of Max Cp is split into however many clones are created. At rank three, each clone would not have 20%, but the t20% would be divided equally.
- Casting this jutsu while it is already active will remove all current water clones from play.
-Rank 1 Cost: 380 CP to initiate, 180 CP/rnd
-Rank 2 Cost: 470 CP to initiate, 225 CP/rnd
-Rank 3 Cost: 570 CP to initiate, 270 CP/rnd
Erupting Geyser
-Prereqs: Ninjutsu 150, Chakra Control 120
-Currently at: Rank 1:
Rank 1: Creates a geyser that shoots from the ground beneath a target, dealing 1350 damage at +1 accuracy and launches them 12 feet into the air. Victim has -1 dodge to the next technique aimed at them.
Rank 2: Creates a geyser that shoots from the ground beneath a target, dealing 1520 damage at +1 accuracy and launches them 16 feet into the air. Victim has -1.5 dodge to the next technique aimed at them.
Rank 3: Creates a geyser that shoots from the ground beneath a target, dealing 1820 damage at +1 accuracy and launches them 20 feet into the air. Victim has -2 dodge to the next technique aimed at them.
Special Action: By increasing chakra cost by +15%, the user may add an additional +4 feet and -.5 dodge debuff to this technique, this may stack up to twice.
Note:
- The user may immediately follow up with any mastered water jutsu for full Ap and Cp cost, but it is modded directly after this technique.
Rank 1 Cost: 410 CP to initiate
Rank 2 Cost: 510 CP to initiate
Rank 3 Cost: 610 CP to initiate
Water Shark Bomb
-Prereqs: Ninjutsu 150, Chakra Control 120
-Currently at: Rank 1:
Rank 1: Creates a large shark out of water that charges into a target and explodes, dealing 1190 damage to a 12x12 area. Has a 12% chance of suppression.
Rank 2: Creates a large shark out of water that charges into a target and explodes, dealing 1485 damage at +.5 accuracy to a 15x15 area. Has a 16% chance of suppression.
Rank 3: Creates a large shark out of water that charges into a target and explodes, dealing 1780 damage at +1 accuracy to a 18x18 area. Has a 20% chance of suppression.
Note:
- This jutsu may automatically target two targets.
-Rank 1 Cost: 500 CP to initiate
-Rank 2 Cost: 630 CP to initiate
-Rank 3 Cost: 750 CP to initiate
Impaling Hydro Jet
-Prereqs: Ninjutsu 150, Chakra Control 120
-Currently at: Rank 1:
Rank 1: The user blows a pressurized jet of water that deals 1350 slashing damage.
Rank 2: The user blows a pressurized jet of water that deals 1680 slashing damage.
Rank 3: The user blows a pressurized jet of water that deals 2020 slashing damage.
Note:
- This may be used as a called shot, having a 60% chance to cause a sprain, 45% chance to cause a fracture, and 30% chance to cause a Break.
-Rank 1 Cost: 450 CP to initiate
-Rank 2 Cost: 560 CP to initiate
-Rank 3 Cost: 675 CP to initiate
Rain Dance
-Prereqs: Ninjutsu 150, Chakra Control 140
-Currently at: Rank 1:
Rank 1: Creates a small rain shower in the area, giving all Water jutsu -5% chakra cost and reducing Fire Damage by -5%. Additionally, Lightning jutsu gain +5% damage but have a 30% chance of dealing a 10% backlash to the user, and Sand Jutsu deal +5% more damage and cost +10% more Chakra.
Rank 2: Creates a heavy downpour in the area, giving all Water jutsu -10% chakra cost. Fire Damage is reduced by 10%. Additionally, Lightning jutsu gain +7% damage but have a 35% chance of dealing a 15% backlash to the user, and Sand Jutsu deal +10% more damage and cost +15% more Chakra.
Rank 3: Creates a raging storm in the area, giving all Water jutsu -10% chakra cost and +4 Feet for AoE. Fire Damage is reduced by 10% and AoE are shrunk by 3 feet. Additionally, Lightning jutsu gain +10% damage but have a 40% chance of dealing 20% backlash to the user, and Sand Jutsu deal +10% more damage and cost +20% more Chakra.
Note:
- Does not Stack.
-Rank 1 Cost: 500 CP to initiate, 240 Cp/Rnd.
-Rank 2 Cost: 620 CP to initiate, 300 Cp/Rnd.
-Rank 3 Cost: 740 CP to initiate, 350 Cp/Rnd.
Ninjutsu (Earth)
Earth Spit
-Prereqs: Ninjutsu 30, Chakra Control 15
-Currently at: Rank 1:
Rank 1: Condenses chakra into a thick mud, spitting it at the target dealing 250 Damage at +1 Accuracy.
Rank 2: Condenses chakra into a thick mud, spitting it at the target dealing 310 Damage at +1 Accuracy.
Rank 3: Condenses chakra into a thick mud, spitting it at the target dealing 370 Damage at +1 Accuracy.
-Rank 1 Cost: 80 CP to initiate
-Rank 2 Cost: 100 CP to initiate
-Rank 3 Cost: 120 CP to initiate
Boulder Crest
-Prereqs: Ninjutsu 30, Chakra Control 15
-Currently at: Rank 1:
Rank 1: Launches a Boulder that does a base damage of 100 and shatters into 4 pieces doing 50 damage at -1 accuracy.
Rank 2: Launches a Boulder that does a base damage of 150 and shatters into 6 pieces doing 35 damage at -1 accuracy.
Rank 3: Launches a Boulder that does a base damage of 170 and shatters into 8 pieces doing 35 damage at -1 accuracy.
-Rank 1 Cost: 100 CP to initiate
-Rank 2 Cost: 120 CP to initiate
-Rank 3 Cost: 150 CP to initiate
Fissure
-Prereqs: Ninjutsu 60, Chakra Control 40
-Currently at: Master Rank 3:
Rank 1: The user strikes the ground, creating a 4x4 foot hole. Those within take 430 damage at +.5 Accuracy from the sudden fall.
Rank 2: The user strikes the ground, creating a 7x7 foot hole. Those within take 540 damage +1 Accuracy from the sudden fall.
Rank 3: The user strikes the ground, creating a 10x10 foot hole. Those within take 650 damage +1.5 Accuracy from the sudden fall.
Note:
- Those within have -1 Dodge from the next technique aimed at them due to being within the hole.
-Rank 1 Cost: 180 CP to initiate
-Rank 2 Cost: 230 CP to initiate
-Rank 3 Cost: 270 CP to initiate
Mud Clone
-Prereqs: Ninjutsu: 80, Chakra Control 75
-Currently at: Rank 1:
Rank 1: Creates up to 2 Mud Clones with -10 to dodge, and -4 to accuracy.
Rank 2: Creates up to 4 Mud Clones with -9 to dodge, and -3 to accuracy.
Rank 3: Creates up to 6 Mud clones with -8 to dodge, and -2 to accuracy.
-Special Action: Clones can attempt to tackle the opponent and cover the opponent in mud, inflicting -.5 dodge. Upon a successful hit, the clones disperse and will not regenerate the next round.
Note:
- Jutsu can only be maintained for two Rounds.
- When hit, A Clone will disperse into mud and regenerate at the start of the next round, unless hit with a physical attack in which the user gains -.5 dodge, but destroys the clone permanently.
- Dodge Debuff lasts two rounds, and does not stack higher than -3 Dodge.
-Rank 1 Cost: 130 CP per clone to initiate. 65 per clone a round
-Rank 2 Cost: 80 CP per clone to initiate. 40 per clone a round.
-Rank 3 Cost: 65 CP per clone to initiate. 30 per clone a round.
Grime Missiles
-Prereqs: Ninjutsu: 80 , Chakra Control 55
-Currently at: Master Rank 3:
Rank 1: Creates a tendril of mud that deals 720 damage and causes -1 dodge to the next technique aimed at the victim.
Rank 2: Creates a tendril of mud that deals 900 damage and causes -1.5 dodge to the next technique aimed at the victim.
Rank 3: Creates a tendril of mud that deals 1080 damage and causes -2 dodge to the next technique aimed at the victim.
-Rank 1 Cost: 240 CP to initiate
-Rank 2 Cost: 300 CP to initiate
-Rank 3 Cost: 360 CP to initiate
Rising Stone Crusher
-Prereqs: Ninjutsu: 115 , Chakra Control 90
-Currently at: Master Rank 3:
Rank 1: Launches a large slab of rock towards a target at high speed, dealing 750 damage at +1 Accuracy with a 10% chance to cause suppression.
Rank 2: Launches a large slab of rock towards a target at high speed, dealing 930 damage at +1 Accuracy with a 13% chance to cause suppression.
Rank 3: Launches a large slab of rock towards a target at high speed, dealing 1120 damage at +1 Accuracy with a 16% chance to cause suppression.
Special Action: This jutsu may be used to shield the user from harm behind a wall of stone. Doing so Blocks damage equal to 90% of its attack strength, and the user has +1 Dodge against leftover damage.
Note:
- This may be used as a called shot, taking on called shot penalties.
- If used as a called shot, the base damage is treated as if 230.
-Rank 1 Cost: 250 CP to initiate
-Rank 2 Cost: 310 CP to initiate
-Rank 3 Cost: 375 CP to initiate
Inner Earth Reflection Lure
-Prereqs: Ninjutsu: 115, Chakra Control 115
-Currently at: Rank 1:
Rank 1: User sinks into the ground, attempting to initiate Stealth Mode. User is treated as if in Heavy Cover during this time until they attack or are exposed.
Rank 2: User sinks into the ground, attempting to initiate Stealth Mode. User is treated as if in Heavy Cover with +1 Stealth during this time until they attack or are exposed.
Rank 3: User sinks into the ground, attempting to initiate Stealth Mode. User is treated as if in Heavy Cover with +2 Stealth during this time until they attack or are exposed.
Note:
- Once the user attacks, this technique is dispelled.
- If attacked, a jutsu must deal more than 1500 damage to penetrate the ground and reveal the user's location.
-Rank 1 Cost: 380 CP to initiate, 180 CP/rnd
-Rank 2 Cost: 475 CP to initiate, 225 CP/rnd
-Rank 3 Cost: 570 CP to initiate, 270 CP/rnd[/spoilername]
[spoilername="New jutsu"]28 jutsu's (can I get the remainder 2 converted into stats, yen, or something? )
Higuma - Slashing Tai - A rank
Annihilation - Slashing Tai - A rank
Steel Weaving - Slashing Tai - B rank
Kill Driver - Slashing Tai - B rank
Sword Juggle - Slashing Tai - C rank
Zero Slash Counter - Slashing Tai - C rank
Top Spin - Slashing Tai - C rank
Gasher - Slashing Tai - D rank
Expel - Buffing Tai - C rank
Endure - Buffing Tai - B rank
Counterstrike - Buffing Tai - B rank
Cover - Buffing Tai - B rank
Limit Break - Buffing Tai - A rank
Mystical Hand - Medical nin - D rank
Coagulation - Medical nin - D rank
Skeletal Fortification - medical nin - C rank
Critical Exposure - Anbu nin - D rank
Snapshot - Anbu nin - C rank
Active Camo - Anbu nin - C rank
Body Switch - Non elemental nin - E rank
Cancel - Non elemental nin - D rank
Elemental Clone - Non elemental nin - C rank
Barrier - Non elemental nin - C rank
Advanced Combination Transformation - Non elemental nin - B rank
Rinse Off - Water nin - D rank
Sinkhole Fist - Earth nin - D rank
Inner Earth Reflection Lure - Earth nin - C rank
Immolation Armor - Fire nin - D rank[/spoilername]