[col]Name: Seiryuu Aoi
Age: 13|OOC Rank: D
IC Rank: Academy Student[/col]
[col]Physical Description: The boy is of short[145 cm] stature in addition to being a bit thin that people think him sickly. His light weight[40kg] doesn't help as well as his naturally pale complexion (people tried tanning him but it doesn't work). His neatly combed thick black hair and eyebrows a contrast to his almost hairless body. Though the boy has a lot of clothes donated by people who pity him because of his appearance, he prefers wearing blue, white, or yellow shirts, shorts and finished always with a pair of brown leather sandals.|Mental Description: Being a bookworm and an introvert by nature, Aoi doesn't like living with a lot of people, regardless if they are friends or strangers. Though often mistaken to be apathetic, shy and a sociopath, he is not. Aoi is confident by nature but he just doesn't feel like talking when he doesn't have something important to say. He feels it a waste of energy to talk about menial things, though he is curious as to how people feel when engaging in such conversations. The boy doesn't feel the need to make a lot of friends as he only wants one or two very close friends, everyone else would be mere acquaintances for him. The boy can be warm and talkative once he is comfortable enough though. Lastly, Aoi finds it hard to convey his thoughts into words and even if he does, they are often misunderstood.[/col][col]Hobbies: Cooking, Reading books, writing his dreams in a journal, singing, drawing, Observing people, thinking in the corner |Favorite Food:Chocolate Mousse[/col]
[col]Stats
Stamina: 47
Agility: 47
Taijutsu: 47
Ninjutsu: 47
Genjutsu: 49
Chakra Control: 50%
PL: 270
CL: 2
AP: 2|Healer
HP: (40+2) x 47 = 1974
CP: (40+2) x 50 = 2100
Class Feature: +10% Medical Healing
High: Mel Acc
Average: Evasion, Gen Save, Nin Acc, Gen DC, Rng Acc, Puppet Acc
Low:None[/col]
Core Ability</COLOR>
[spoilername="Benevolent"]<COLOR color="#FF0000">
[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.
Note: One of these three must be followed when being a Benevolent:
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%.
Negative Energy<i></i> - Dependent Special Move (3 points)
Restriction- 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. Medical jutsu used in this fashion retain all buffs and use Melee Accuracy. Only Medical jutsu which heal damage can be used.
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. Costs 1.5AP. 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)
Restriction- 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.
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.
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)
Restriction- 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, 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 recover CP.
Rank 2: Heals for 75% max HP, 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 and does not recover CP.
Cost: 4500 chakra, 4AP
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][/spoilername]
Abilities
Jutsu
[col3]Ninjutsu
|Taijutsu
|Genjutsu
[/col3]
Equipment
1:Apprentice's Staff (D-Rank)
2:
3:
4:
5:
History: Seiryuu Aoi is an orphaned child whose only memory of his parents is his surname. And as such, he held no emotions for them. Not to say that he hates them, he just does not have the ability to feel anything for people he has never met. The boy used to live in an orphanage but quickly moved out due to discomfort. The boy read a lot of books at the orphanage and often ventured in the kitchen to help, one of his very few social activities. When he was eleven, he went out and sought for a part time job as kitchen helper at a local fastfood. Six months later, he got a job as a part time kitchen helper at a seafood restaurant. Although he still can't earn enough money to buy himself a home, a social worker offered him a small room near the orphanage, one he gladly took. It was fully furnished all he had to do was cook for himself and clean it. Groceries were always donated by his neighbors, always looking at him with pity. The boy had always wanted to do just two things, to cook and to be a ninja. Hence, he enrolled at the academy because it was his ambition and he wanted to repay everyone who helped him along the way.
ASP: 100
Training Thread:http://www.ninpocho.com/viewtopic.php?f=61&t=42130
Training:
Age: 13|OOC Rank: D
IC Rank: Academy Student[/col]
[col]Physical Description: The boy is of short[145 cm] stature in addition to being a bit thin that people think him sickly. His light weight[40kg] doesn't help as well as his naturally pale complexion (people tried tanning him but it doesn't work). His neatly combed thick black hair and eyebrows a contrast to his almost hairless body. Though the boy has a lot of clothes donated by people who pity him because of his appearance, he prefers wearing blue, white, or yellow shirts, shorts and finished always with a pair of brown leather sandals.|Mental Description: Being a bookworm and an introvert by nature, Aoi doesn't like living with a lot of people, regardless if they are friends or strangers. Though often mistaken to be apathetic, shy and a sociopath, he is not. Aoi is confident by nature but he just doesn't feel like talking when he doesn't have something important to say. He feels it a waste of energy to talk about menial things, though he is curious as to how people feel when engaging in such conversations. The boy doesn't feel the need to make a lot of friends as he only wants one or two very close friends, everyone else would be mere acquaintances for him. The boy can be warm and talkative once he is comfortable enough though. Lastly, Aoi finds it hard to convey his thoughts into words and even if he does, they are often misunderstood.[/col][col]Hobbies: Cooking, Reading books, writing his dreams in a journal, singing, drawing, Observing people, thinking in the corner |Favorite Food:Chocolate Mousse[/col]
[col]Stats
Stamina: 47
Agility: 47
Taijutsu: 47
Ninjutsu: 47
Genjutsu: 49
Chakra Control: 50%
PL: 270
CL: 2
AP: 2|Healer
HP: (40+2) x 47 = 1974
CP: (40+2) x 50 = 2100
Class Feature: +10% Medical Healing
High: Mel Acc
Average: Evasion, Gen Save, Nin Acc, Gen DC, Rng Acc, Puppet Acc
Low:None[/col]
Core Ability</COLOR>
[spoilername="Benevolent"]<COLOR color="#FF0000">
[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.
Note: One of these three must be followed when being a Benevolent:
- If Benevolent outside of Medical Branch: Allowed access to learn all medical jutsus.
- If Benevolent inside Medical Branch: Given a second free medical ability.
- If Benevolent inside Medical Branch leaves: Second free medical ability takes up a slot or is lost, depending on players choice.
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%.
Negative Energy<i></i> - Dependent Special Move (3 points)
Restriction- 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. Medical jutsu used in this fashion retain all buffs and use Melee Accuracy. Only Medical jutsu which heal damage can be used.
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. Costs 1.5AP. 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)
Restriction- 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.
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.
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)
Restriction- 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, 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 recover CP.
Rank 2: Heals for 75% max HP, 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 and does not recover CP.
Cost: 4500 chakra, 4AP
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][/spoilername]
Abilities
Jutsu
[col3]Ninjutsu
Level 1
Wind - Pressure Burst - lvl 2
Level 2
Level 3
Medical - Mystical Hand - lvl 1
Level 4
Level 5
Level 6
Level 7
Level 8
Level 9
Wind - Pressure Burst - lvl 2
Level 2
Level 3
Medical - Mystical Hand - lvl 1
Level 4
Level 5
Level 6
Level 7
Level 8
Level 9
Equipment
1:Apprentice's Staff (D-Rank)
Damage Type: Bludgeoning - May Naturally Inflict Suppression
Augments Accuracy/Damage modifier: -2 Accuracy; +10% Base Damage
Augments Accuracy/Damage modifier: -2 Accuracy; +10% Base Damage
3:
4:
5:
History: Seiryuu Aoi is an orphaned child whose only memory of his parents is his surname. And as such, he held no emotions for them. Not to say that he hates them, he just does not have the ability to feel anything for people he has never met. The boy used to live in an orphanage but quickly moved out due to discomfort. The boy read a lot of books at the orphanage and often ventured in the kitchen to help, one of his very few social activities. When he was eleven, he went out and sought for a part time job as kitchen helper at a local fastfood. Six months later, he got a job as a part time kitchen helper at a seafood restaurant. Although he still can't earn enough money to buy himself a home, a social worker offered him a small room near the orphanage, one he gladly took. It was fully furnished all he had to do was cook for himself and clean it. Groceries were always donated by his neighbors, always looking at him with pity. The boy had always wanted to do just two things, to cook and to be a ninja. Hence, he enrolled at the academy because it was his ambition and he wanted to repay everyone who helped him along the way.
ASP: 100
Training Thread:http://www.ninpocho.com/viewtopic.php?f=61&t=42130
Training:
Dec 22, 2014 - Hi thar. I cant confirm or deny knowing you due to posibility of SICKENING NEPOTISIM! :O
Jokes aside, new stats as follow's:
Stamina: 11
Agility: 11
Taijutsu: 11
Ninjutsu: 11
Genjutsu: 11
Chakra Control: 5%
Dec. 29, 2014
ASP: 100
Stamina: 23
Agility:23
Taijutsu: 23
Ninjutsu: 23
Genjutsu: 23
Chakra Control: 15%
Jan 06, 2015
Stamina: 29
Agility: 29
Taijutsu: 29
Ninjutsu: 29
Genjutsu: 29
Chakra Control: 20
stats distributed
750 yen stipend
Feb. 07, 2015
70 points added: 10 to Chakra control + 12 points to everything else
2500 yen also added. =)
Feb. 15, 2015
5 to Chakra control
6 points to everything else
1250 yen and stats approved
Mar. 16, 2015
rank ups on jutsus approved
CC 50
Gen 49
Jokes aside, new stats as follow's:
Stamina: 11
Agility: 11
Taijutsu: 11
Ninjutsu: 11
Genjutsu: 11
Chakra Control: 5%
Dec. 29, 2014
ASP: 100
Stamina: 23
Agility:23
Taijutsu: 23
Ninjutsu: 23
Genjutsu: 23
Chakra Control: 15%
Jan 06, 2015
Stamina: 29
Agility: 29
Taijutsu: 29
Ninjutsu: 29
Genjutsu: 29
Chakra Control: 20
stats distributed
750 yen stipend
Feb. 07, 2015
70 points added: 10 to Chakra control + 12 points to everything else
2500 yen also added. =)
Feb. 15, 2015
5 to Chakra control
6 points to everything else
1250 yen and stats approved
Mar. 16, 2015
rank ups on jutsus approved
CC 50
Gen 49