Name: Sugawara Hikari
Age: 12
Gender: Female
Sex: Female
Height: 4'7''
Weight: 78 lbs.
Blood Type: O+
General Description: Hikari might be considered a pretty girl if she ever managed to keep her face out of one of her many books long enough for others to take a look at her. During those rare occurrences when she’s found empty-handed, the unimposing petite girl is generally found fastidiously playing with her dark brown shoulder length hair and re-arranging her glasses that at times almost appear to be magnifying her crystal blue eyes. Although her shy nature keeps her from comfortably conversing with others, she tries hard to keep a smile on her soft peaches-and-cream colored face, at least until she embarrasses herself and blushes. Generally, she can be found wearing a large hand knitted grey beanie, a sporty tan mountain jacket, a short brown skirt with plain black leggings, a large and bulky book bag, and thick wool socks to keep her feet warm in her sheep skinned-lined leather boots.
History: Hikari was born twelve years ago to an ordinary and loving middle class couple. Her father Yamato, operated as a rank-in-file shinobi until a close-call showed him that for his family’s sake, it would be more prudent to teach at the local academy. Her mother Mizuki, was a genin until her commanding officer discovered that she had a greater talent for organization than combat and had her transferred to the library in order to help maintain and catalogue Cloud’s vast archive of historical documents. As a result, Hikari was exposed to both basic jutsus and books when she was growing up. Despite her parents’ best efforts, she became extremely shy and began burying her nose in whatever books she could both get and understand. Although Hikari had never showed much interest in things other than books, her parents had enrolled her at the academy the moment she was eligible to enter in order to get her to socialize with others and put her talents to good use.
Stats:
Class</B><i></i>
<B>Owned Jutsu with Ranks
Core Ability
Age: 12
Gender: Female
Sex: Female
Height: 4'7''
Weight: 78 lbs.
Blood Type: O+
General Description: Hikari might be considered a pretty girl if she ever managed to keep her face out of one of her many books long enough for others to take a look at her. During those rare occurrences when she’s found empty-handed, the unimposing petite girl is generally found fastidiously playing with her dark brown shoulder length hair and re-arranging her glasses that at times almost appear to be magnifying her crystal blue eyes. Although her shy nature keeps her from comfortably conversing with others, she tries hard to keep a smile on her soft peaches-and-cream colored face, at least until she embarrasses herself and blushes. Generally, she can be found wearing a large hand knitted grey beanie, a sporty tan mountain jacket, a short brown skirt with plain black leggings, a large and bulky book bag, and thick wool socks to keep her feet warm in her sheep skinned-lined leather boots.
History: Hikari was born twelve years ago to an ordinary and loving middle class couple. Her father Yamato, operated as a rank-in-file shinobi until a close-call showed him that for his family’s sake, it would be more prudent to teach at the local academy. Her mother Mizuki, was a genin until her commanding officer discovered that she had a greater talent for organization than combat and had her transferred to the library in order to help maintain and catalogue Cloud’s vast archive of historical documents. As a result, Hikari was exposed to both basic jutsus and books when she was growing up. Despite her parents’ best efforts, she became extremely shy and began burying her nose in whatever books she could both get and understand. Although Hikari had never showed much interest in things other than books, her parents had enrolled her at the academy the moment she was eligible to enter in order to get her to socialize with others and put her talents to good use.
Stats:
Agility: 80/100
Stamina: 45/100
Taijutsu: 10/100
Ninjutsu: 85/100
Genjutsu: 100/100
Chakra Control: 95/100
Power Level: 415
OOC: D-Rank
Stamina: 45/100
Taijutsu: 10/100
Ninjutsu: 85/100
Genjutsu: 100/100
Chakra Control: 95/100
Power Level: 415
OOC: D-Rank
Class</B><i></i>
Punished Bookworm/Kawaii Schoolgirl
HP: (45+lvl) x stamina
CP: (45+lvl) x chakra control
Class Bonus: +5% Auto-dodge and Auto-hit (4 Pts.)
High: Ninjutsu Accuracy
Average: Dodge, Genjutsu Save, Genjutsu DC
Low: Ranged Accuracy, Melee Accuracy
HP: (45+lvl) x stamina
CP: (45+lvl) x chakra control
Class Bonus: +5% Auto-dodge and Auto-hit (4 Pts.)
High: Ninjutsu Accuracy
Average: Dodge, Genjutsu Save, Genjutsu DC
Low: Ranged Accuracy, Melee Accuracy
<B>Owned Jutsu with Ranks
Taijutsu
N/A
Ninjutsu
Storm Bolt - Mastered
Water Gun - Mastered
Genjutsu
Transformation - Mastered
Deception - Mastered
Stun - Mastered
False Surroundings - Rank 1
Lethargy - Rank 1
Basic Clone - Rank 1
N/A
Ninjutsu
Storm Bolt - Mastered
Water Gun - Mastered
Genjutsu
Transformation - Mastered
Deception - Mastered
Stun - Mastered
False Surroundings - Rank 1
Lethargy - Rank 1
Basic Clone - Rank 1
Core Ability
Temporal Striders are born seemingly apart from the world at large, unaffected by the force of time itself and thus able to manipulate it. They are ancient and burning, walk in forever, and see the turn of the universe...so the legends say. While even they cannot affect the strict past or the fluid future, they can work the lower levels of time directly around them, and move in it as though it were space due to their greater understanding of it than most possess.
Ripple Effect<i></i> - Dependent Special Move (2 points)
The rate at which a jutsu is cast and dispelled is variable to a Strider, allowing them to have it break up and attack multiple targets over several rounds, or even the same target over time.
Effect: Any Ninjutsu can be split in damage in up to four pieces (multiple hit Ninjutsu can instead be split into however many hits there are.) Each piece can be set to strike a target up to three rounds in the future. Pieces set to strike during the next round or afterwards receive a +2 accuracy bonus. This cannot be done more than once per round, and no more than two jutsu can be aimed at a single target this way at a time. (Added jutsu can be cast at the same target once previously cast jutsu have reappeared.)
Delayed Action<i></i> - Dependent Special Move (2 points)
Time being like so much liquid to a Strider, then can easily throw their chakra forwards in it to form into its essence later--even controlling where and when it appears.
Effect: Any Ninjutsu can be cast into the future by up to three rounds (1 Round minimum), gaining a +3 accuracy bonus. Ninjutsu cast in this manner are modded at the beginning of the round they are cast into. This cannot be done more than once per round, and no more than two jutsu can be aimed at a single target this way at a time. (Added jutsu can be cast at the same target once previously cast jutsu have reappeared.)
Wait Reaction<i></i> - Modification (2 points)
Restriction- Requires Body Switch
Every so often, a Strider's knowledge gives them the ability to predict their opponent's next action and formulate an effective counter to it. If they are successful, they could gain a significant advantage.
Effect: When Body Switch is used to successfully dodge an incoming attack the user may follow up with a Ninjutsu or Taijutsu at +3 Accuracy as an immediate action. Wait Reaction may only be triggered three times per battle.
Note:</I> An attack being made with Wait Reaction is considered independent of attacks which are being combo'd together and has priority over them to occur immediately following the attack which was dodged.
Threads of Fate<i></i> - Dependent Special Move (2 points)
Restriction- Requires one binding jutsu
A Strider knows their incoming reactions better than anyone's, and can possess the ability to distort the perception of their opponent when they know what is coming. It is said that they move fate itself to temporarily alter their target's view of the world.
Effect: Warps the target's sight to make it look like the user is standing still before a binding jutsu is cast. Lasts for 2 AP before the bind is cast. During that time, the target has -3 dodge and -3 accuracy against the user, including versus the bind itself. Acts as a Visual Genjutsu. When tagged to the front of a bind, increases the cost by 1.5x.
Spellweave<i></i> - Dependent Special Move (2 points)
To most, multi-hitting jutsu occur rapidly, but not simultaneously. To the Strider, however, such fragments of time are mutable, and subject to their whim, allowing them to weave such pieces together and make them appear to be fired all at once.
Effect: Converts a Multi-hit Jutsu into a single-hit one; all strikes would hit simultaneously using the same check. Any limits or restrictions apply normally (Such as only 'x' strikes being capable of hitting.)
Temporal Step<i></i> - Independent Special Move (3 points)
Restriction- C Rank and up
The Strider possesses the skills to not only look through time, but to temporarily step out of it as well, rendering them resistant to most normal forms of harm aimed at them and allowing them an unclouded perception on the battle they are in.
Effect: The user makes a step out of time for the duration of one round. During this round, the user cannot be affected by Genjutsu, and any Genjutsu which they are under are temporarily ignored for the duration, though are still active. They also gain 10% damage reduction against all Ninjutsu and Taijutsu, and cannot be KOed while out of time, though if they take sufficient damage they will be knocked out when they phase back into normal space-time. Genjutsu cannot be cast in this state, however, and any Ninjutsu and Taijutsu cast require an additional 10% CP cost. This is treated as a free action and may be done every other round.
Danger Sense<i></i> - Passive (2 points)
A Temporal Strider occasionally experiences flashes of what is to come during battle. These precognitive flashes of insight allow them to more effectively predict and evade an opponent's attack before the attack is even performed.
Effect: +10% Auto-Dodge
Secondary Echo<i></i> - Independent Special Move (2 points)
Restriction- C Rank and up.
A Strider dislikes wasted time more than perhaps anyone else. So when their own time is wasted by a jutsu missing when cast, they simply pull it out of the past rather than waste time casting it again.
Effect: User may pull any Ninjutsu they cast the previous round that missed entirely to be redirected at the same target again or a new target. Costs 15% of the CP the jutsu originally took to cast and the same AP initially used, but only does 80% the original damage it would have. May only be used once per round.
Hasted Steps<i></i> - Chakra Style (2 points)
The term "speed kills" is the mission statement of the Temporal Strider. By increasing their chakra output, they can cause all of their actions to quicken.
Effect: While in this style up to two actions per round may be "accelerated" for no additional cost. An "accelerated" attack is modded as being 1 AP faster than it's base AP cost. All jutsu cast by the user cost 5% additional CP.
Note:<I> "Acceleration" may be applied twice to a single attack to cause it to be modded as being 2 AP faster but this spends both of the user's "accelerated" actions for the round.
Walk the Aeons<i></i> - Boost (1 point)
Restriction- Can be purchased up to three times
A Strider has it within their power to comprehend time on many different levels, allowing them to move with precision that few can comprehend. Their movements through time can often be tricky for others to follow.
Effect: +1 dodge.
Renewal<i></i> - Independent Special Move (3 points)
Restriction- C Rank and up.
Sometimes, the Strider does not like what the last few seconds did to them. So they undo it, at least for themselves and whatever hit them. It can be quite the baffling sight to those unsure what just happened.
Effect: Negates the effects of the last jutsu to hit the user. This includes all damage, debuffs, bleed increase, chakra loss, bindings, poisoning, and sealing. Can only be used three times per battle.
Temporal Strike<i></i> - Passive (1 point)
A well-aimed hit from a Strider has the capacity to knock their opponent just slightly out of time. Not accustomed to this shift in perception, the target tends to suffer from it.
Effect: All the user's Ninjutsu have a 20% chance to inflict a -.5 accuracy/dodge penalty on those they hit, stacking up to four times on the same target. The effect lasts for two rounds. Does not effect other Temporal Striders.
Flow of Time<i></i> - Dependent Special Move (2 points)
The smart Strider is able to regain control of their jutsu after they have been cast, as though they just used them. Upon a failure to hit, they are able to redirect the jutsu to come back for another shot--though if they don't prepare when casting the jutsu this chance is lost.
Effect: By adding +25% CP cost to the base cost of a jutsu, the user may allow that jutsu a second chance to strike at -2 Accuracy/DC. This attack may only deal 40% Damage. All secondary effect chances are reduced 1/2. This may be done once per round and up to three times per battle.
Fatetwisting - A-Rank Non-elemental Ninjutsu (1 Point, 1 to rank up)
Restriction - A-Rank
Time travel is impossible. This is an immutable truth of the world as such a power simply sits too far outside of the moral scope of ability and treads water into the realm of beings which could be described as divines. That does not mean however that there aren't ways to cheat time. Temporal Striders are able to step into the currents of causality and hop "between" strands of probability... and drag their opponents along with them. This means that any time an opponent would choose to face a Temporal Strider with the proper mix of cunning and strength they do so with the forces of fate itself working against them.
Rank 1: For the duration of one full round the user may select any two actions which require them to roll a d20 and roll an additional d20, taking the result which favors the user more and discarding the other one.
Rank 2: For the duration of one full round the user may select any four actions which require them to roll a d20 and roll an additional d20, taking the result which favors the user more and discarding the other one.
Rank 1 Cost: 3 AP and 2,500 CP
Rank 2 Cost: 3 AP and 3125 CP
Note(s):
- Selecting an action does not cost additional CP or AP and likewise is modded as instantaneous as a result. Casting Fatetwisting still takes time as normal however. Additional rolls last until they are spent but do not stack. If the user casts Fatetwisting while they have lingering additional rolls the amount of rolls they have available is set to the amount which is normal for the rank that they know Fatetwisting at.
- User may select an opponent's action which is targeting them as long as there is a d20 roll involved on the part of the user (e.g. "If my opponent uses a Called Shot on me I would like to spend one of my additional rolls on the Called Shot success chance"). This is done reflexively and therefore requires a conditional.
- If an action contains multiple d20 rolls (e.g. a Ninjutsu attack which has a Secondary Effect) the user must specify which d20 roll they are choosing to roll an additional d20 for. The user may spend more than one roll on a single action but each roll must apply to a different d20 roll occurring as a part of the action. In the case of actions which have built in re-roll effects (such as the Feint Affinity Move) spending an additional roll only applies to one of those rolls of the user's choice -- not both.
- User may not ever roll more than one additional d20 for a single roll.
Ripple Effect<i></i> - Dependent Special Move (2 points)
The rate at which a jutsu is cast and dispelled is variable to a Strider, allowing them to have it break up and attack multiple targets over several rounds, or even the same target over time.
Effect: Any Ninjutsu can be split in damage in up to four pieces (multiple hit Ninjutsu can instead be split into however many hits there are.) Each piece can be set to strike a target up to three rounds in the future. Pieces set to strike during the next round or afterwards receive a +2 accuracy bonus. This cannot be done more than once per round, and no more than two jutsu can be aimed at a single target this way at a time. (Added jutsu can be cast at the same target once previously cast jutsu have reappeared.)
Delayed Action<i></i> - Dependent Special Move (2 points)
Time being like so much liquid to a Strider, then can easily throw their chakra forwards in it to form into its essence later--even controlling where and when it appears.
Effect: Any Ninjutsu can be cast into the future by up to three rounds (1 Round minimum), gaining a +3 accuracy bonus. Ninjutsu cast in this manner are modded at the beginning of the round they are cast into. This cannot be done more than once per round, and no more than two jutsu can be aimed at a single target this way at a time. (Added jutsu can be cast at the same target once previously cast jutsu have reappeared.)
Wait Reaction<i></i> - Modification (2 points)
Restriction- Requires Body Switch
Every so often, a Strider's knowledge gives them the ability to predict their opponent's next action and formulate an effective counter to it. If they are successful, they could gain a significant advantage.
Effect: When Body Switch is used to successfully dodge an incoming attack the user may follow up with a Ninjutsu or Taijutsu at +3 Accuracy as an immediate action. Wait Reaction may only be triggered three times per battle.
Note:</I> An attack being made with Wait Reaction is considered independent of attacks which are being combo'd together and has priority over them to occur immediately following the attack which was dodged.
Threads of Fate<i></i> - Dependent Special Move (2 points)
Restriction- Requires one binding jutsu
A Strider knows their incoming reactions better than anyone's, and can possess the ability to distort the perception of their opponent when they know what is coming. It is said that they move fate itself to temporarily alter their target's view of the world.
Effect: Warps the target's sight to make it look like the user is standing still before a binding jutsu is cast. Lasts for 2 AP before the bind is cast. During that time, the target has -3 dodge and -3 accuracy against the user, including versus the bind itself. Acts as a Visual Genjutsu. When tagged to the front of a bind, increases the cost by 1.5x.
Spellweave<i></i> - Dependent Special Move (2 points)
To most, multi-hitting jutsu occur rapidly, but not simultaneously. To the Strider, however, such fragments of time are mutable, and subject to their whim, allowing them to weave such pieces together and make them appear to be fired all at once.
Effect: Converts a Multi-hit Jutsu into a single-hit one; all strikes would hit simultaneously using the same check. Any limits or restrictions apply normally (Such as only 'x' strikes being capable of hitting.)
Temporal Step<i></i> - Independent Special Move (3 points)
Restriction- C Rank and up
The Strider possesses the skills to not only look through time, but to temporarily step out of it as well, rendering them resistant to most normal forms of harm aimed at them and allowing them an unclouded perception on the battle they are in.
Effect: The user makes a step out of time for the duration of one round. During this round, the user cannot be affected by Genjutsu, and any Genjutsu which they are under are temporarily ignored for the duration, though are still active. They also gain 10% damage reduction against all Ninjutsu and Taijutsu, and cannot be KOed while out of time, though if they take sufficient damage they will be knocked out when they phase back into normal space-time. Genjutsu cannot be cast in this state, however, and any Ninjutsu and Taijutsu cast require an additional 10% CP cost. This is treated as a free action and may be done every other round.
Danger Sense<i></i> - Passive (2 points)
A Temporal Strider occasionally experiences flashes of what is to come during battle. These precognitive flashes of insight allow them to more effectively predict and evade an opponent's attack before the attack is even performed.
Effect: +10% Auto-Dodge
Secondary Echo<i></i> - Independent Special Move (2 points)
Restriction- C Rank and up.
A Strider dislikes wasted time more than perhaps anyone else. So when their own time is wasted by a jutsu missing when cast, they simply pull it out of the past rather than waste time casting it again.
Effect: User may pull any Ninjutsu they cast the previous round that missed entirely to be redirected at the same target again or a new target. Costs 15% of the CP the jutsu originally took to cast and the same AP initially used, but only does 80% the original damage it would have. May only be used once per round.
Hasted Steps<i></i> - Chakra Style (2 points)
The term "speed kills" is the mission statement of the Temporal Strider. By increasing their chakra output, they can cause all of their actions to quicken.
Effect: While in this style up to two actions per round may be "accelerated" for no additional cost. An "accelerated" attack is modded as being 1 AP faster than it's base AP cost. All jutsu cast by the user cost 5% additional CP.
Note:<I> "Acceleration" may be applied twice to a single attack to cause it to be modded as being 2 AP faster but this spends both of the user's "accelerated" actions for the round.
Walk the Aeons<i></i> - Boost (1 point)
Restriction- Can be purchased up to three times
A Strider has it within their power to comprehend time on many different levels, allowing them to move with precision that few can comprehend. Their movements through time can often be tricky for others to follow.
Effect: +1 dodge.
Renewal<i></i> - Independent Special Move (3 points)
Restriction- C Rank and up.
Sometimes, the Strider does not like what the last few seconds did to them. So they undo it, at least for themselves and whatever hit them. It can be quite the baffling sight to those unsure what just happened.
Effect: Negates the effects of the last jutsu to hit the user. This includes all damage, debuffs, bleed increase, chakra loss, bindings, poisoning, and sealing. Can only be used three times per battle.
Temporal Strike<i></i> - Passive (1 point)
A well-aimed hit from a Strider has the capacity to knock their opponent just slightly out of time. Not accustomed to this shift in perception, the target tends to suffer from it.
Effect: All the user's Ninjutsu have a 20% chance to inflict a -.5 accuracy/dodge penalty on those they hit, stacking up to four times on the same target. The effect lasts for two rounds. Does not effect other Temporal Striders.
Flow of Time<i></i> - Dependent Special Move (2 points)
The smart Strider is able to regain control of their jutsu after they have been cast, as though they just used them. Upon a failure to hit, they are able to redirect the jutsu to come back for another shot--though if they don't prepare when casting the jutsu this chance is lost.
Effect: By adding +25% CP cost to the base cost of a jutsu, the user may allow that jutsu a second chance to strike at -2 Accuracy/DC. This attack may only deal 40% Damage. All secondary effect chances are reduced 1/2. This may be done once per round and up to three times per battle.
Fatetwisting - A-Rank Non-elemental Ninjutsu (1 Point, 1 to rank up)
Restriction - A-Rank
Time travel is impossible. This is an immutable truth of the world as such a power simply sits too far outside of the moral scope of ability and treads water into the realm of beings which could be described as divines. That does not mean however that there aren't ways to cheat time. Temporal Striders are able to step into the currents of causality and hop "between" strands of probability... and drag their opponents along with them. This means that any time an opponent would choose to face a Temporal Strider with the proper mix of cunning and strength they do so with the forces of fate itself working against them.
Rank 1: For the duration of one full round the user may select any two actions which require them to roll a d20 and roll an additional d20, taking the result which favors the user more and discarding the other one.
Rank 2: For the duration of one full round the user may select any four actions which require them to roll a d20 and roll an additional d20, taking the result which favors the user more and discarding the other one.
Rank 1 Cost: 3 AP and 2,500 CP
Rank 2 Cost: 3 AP and 3125 CP
Note(s):
- Selecting an action does not cost additional CP or AP and likewise is modded as instantaneous as a result. Casting Fatetwisting still takes time as normal however. Additional rolls last until they are spent but do not stack. If the user casts Fatetwisting while they have lingering additional rolls the amount of rolls they have available is set to the amount which is normal for the rank that they know Fatetwisting at.
- User may select an opponent's action which is targeting them as long as there is a d20 roll involved on the part of the user (e.g. "If my opponent uses a Called Shot on me I would like to spend one of my additional rolls on the Called Shot success chance"). This is done reflexively and therefore requires a conditional.
- If an action contains multiple d20 rolls (e.g. a Ninjutsu attack which has a Secondary Effect) the user must specify which d20 roll they are choosing to roll an additional d20 for. The user may spend more than one roll on a single action but each roll must apply to a different d20 roll occurring as a part of the action. In the case of actions which have built in re-roll effects (such as the Feint Affinity Move) spending an additional roll only applies to one of those rolls of the user's choice -- not both.
- User may not ever roll more than one additional d20 for a single roll.