Name: Mio, Taniguchi
Age: 18
Gender: Female
Rank: Genin Medic-in-Training
Birth Date: June 4
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General Description
5'6''
I have a very slight tan, but I get dark really easy. My black hair is about waist length. I like to wear it up in a high ponytail with my bangs hanging down in front of my ears. I have blue eyes but they go red sometimes, when I use my powers the aren't just red, they glow red. I have a few different outfits. I really like wearing lolita dresses and outfits, especially the ones that are halter tops.
I have large, or small, black wings. I know how to change how my demonic features manifest. My wings are now smaller and more easily contained, my ears more pointed and my canine teeth sharper.
I still have trouble controlling my emotions sometimes, and if they get out of hand, storms erupt.
Seriously can't believe it's been ten years since I came to Suna.
Character Analysis
Level: 11
Class: Weather Demon Princess
HP: (30+lvl) X Stamina
CP: (40+lvl) X Chakra Control
Class Feature: +5% Ninjutsu damage, -5% Cp cost
High: Melee Accuracy and Ninjutsu Accuracy
Middle: Genjutsu DC, Ranged accuracy, Genjutsu Save, Â Evasion, and Dodge
Low: N/A
The following stats are considered a character's 'core stats' - these influence the above stats and are increased through training. More of that below.
Power Level: 1367
Agility: 222/300
Stamina: 243/300
Ninjutsu: 223/300
Taijutsu: 216/300
Genjutsu: 203/300
Chakra Control: 260/300
Bloodline Control: 228%
AP: 39
Items:
Notebook
Backpack
>Summoning Scroll (small)
-rp objects
>Summoning Scroll (large)
-rp objects
Belt pouch
>Senbon
Projectile Holster
>Kunai
Headset
Tools:
Osafune Katana:
Augments:
Lightning Composition
Medical Composition
Keen Edge
Jutsu's:
Elemental:
Lightning:
Spoiler:
Thunderfist: Mastered
Lightning Torrent: Mastered
Zeus Flash: Mastered
Thunderstruck: Mastered
Gigavolt Cannon: rank 1
Chidori: Mastered
Lightning Beast: rank 1
Fire:
Spoiler:
Searing Eruption: Mastered
Scalding Ash Cloud: Mastered
Combustive Seal: rank 1
Dragon Fire: rank 1
Water:
Spoiler:
Water Whip: Mastered
Aqua Fang: rank 1
Rinse Off: rank 1
Impaling Hydro Jet: rank 1
Grand Waterfall: rank 1
Taijutsu:
Spoiler:
Stab: Mastered
Strength Slash: Mastered
Power Lunge: Mastered
Cross Slash: Mastered
Impale: Mastered
Feint Slash: rank 1
Piercing Rain: rank 1
Ascending the Tower: rank 1
Iaijutsu: Mastered
Disappearing Volley: rank 1
Dragon Assault: rank 1
Uncalled-for-shot: rank 1
Butterfly Kick: rank 1
Non-elemental:
Spoiler:
Chakra Concentration: Mastered
Transformation: Mastered
Item summoning: Mastered
Body Switch: Mastered
Elemental Clone: Mastered
Cancel: Mastered
Energy Transfer: Mastered
Genjutsu:
Spoiler:
Clone: Mastered
Tourniquet: Mastered
Force Exhale: Mastered
Pain Killer: Mastered
Impaired Focus: rank 1
Stun: rank 1
Distortion: rank 1
Expose Mind: rank 1
Medical Jutsu:
Spoiler:
Mystical Hand: Mastered
Coagulation: Mastered
Anesthetic Infusion: rank 1
System Restoration: rank 1
System Shock: Mastered
Abilities:
Spoiler:
Nimble Hands
Quick Healer
Jutsu Mastery
Human Anatomy
Poison Resistance
Thick Blood
Acrobatics (2)
Conservative Motion
Bloodline:
Spoiler:
Jutsus:
Spoiler:
Lightning Manipulation - Passive
The Santaru have an innate affinity to electricity, each member having volts of energy coursing through their body constantly, as if generated similar to blood. Naturally, they possess the ability to generate lightning instinctively and conjuring up more electric power proves little trouble as if having an infinite source of Lightning.
Rank 1: Lightning Jutsu Chakra cost is reduced by 5%.
Rank 2: Lightning Jutsu Chakra cost is reduced by 10%.
Rank 3: Lightning Jutsu Chakra cost is reduced by 15%.
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Electrokinesis - Passive
While generating vast amounts of Lightning is one trick to the Santaru's ability, one would be a fool to compare their Electrical abilities to another. The Santaru are able to increase the voltage of any electricity they wish, using their own body and the chakra as a electrical turbine to create shocking, and destructive, bolts of energy.
Rank 1: Lightning Jutsu Damage is increased by 5%.
Rank 2: Lightning Jutsu Damage is increased by 10%.
Rank 3: Lightning Jutsu Damage is increased by 15%.
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Surging Presence Passive
Have you ever touched a Santaru before? Those who have would immediately notice that one is guaranteed to feel a spark of electricity upon contact, often enough to leave a blister or after twitch. This is due to the fact that as the Santaru's strength increases, their very blood becomes a source of electric energy, their chakra flowing with volts of energy. In a sense, the Santaru are living turbines each with a high voltage. It is common for electronic devices to malfunction in the presence of a Santaru.
Rank 1:
- Unarmed strikes against the Santaru return 50 lightning damage per .5AP used.
- Remaining in contact with the Santaru deals 35 lightning damage per .5 AP spent in contact.
- Weapon Strikes against the Santaru return 100 lightning damage per .5AP used.
Rank 2:
- Unarmed strikes against the Santaru return 100 lightning damage per .5AP used.
- Remaining in contact with the Santaru deals 75 lightning damage per .5 AP spent in contact.
- Weapon Strikes against the Santaru return 150 lightning damage per .5AP used.
Rank 3:
- Unarmed strikes against the Santaru return 150 lightning damage per .5AP used.
- Remaining in contact with the Santaru deals 100 lightning damage per .5 AP spent in contact.
- Weapon Strikes against the Santaru return 200 lightning damage per .5AP used.
Note:
- Unable to be buffed.
- Weapon strikes only apply to melee weapons.
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Storm Call Storm Jutsu
Though they are more than capable of using their own Lightning powers to generate their own volts of Lightning to strike down their targets, the Santaru possess the ability to change the weather by altering the patterns of electrons in their electromagnetic Aura. This allows them to create storms which rapidly begin to unleash their wrath upon the those stupid enough to invoke anger the Santaru.
Rank 1: Summons a storm with mild intensity that sends two bolts of lightning at a target of the Santaru's choice every round at 300 damage per bolt.
Rank 2: Summons a storm with greater intensity that sends three bolts of lightning at a target of the Santaru's choice every round at 300 damage per bolt and +.5 Ninjutsu accuracy.
Rank 3: Summons a black storm with dangerous intensity that sends three bolts of lightning at a target of the Santaru's choice every round at 600 damage per bolt and +1 Ninjutsu accuracy.
Special Action: Instead of striking a target, they user may strike themselves to heal half as much of the damage.
Note:
- Strikes at the start of the round.
Costs:
Rank 1: 1 AP; 200 chakra to initiate, 90 Cp/Rnd.
Rank 2: 1.5 Ap; 300 chakra to initiate, 140/round to maintain
Rank 3: 2 AP; 600 chakra to initiate, 285/round to maintain
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Storm Control Storm Jutsu
Though knowing which patterns of electromagnetic fields produce what result is a difficult task, eventually through trial and error the Santaru begin to realize the full potential they possess; their abilities aren't limited to simply summoning storms of lightning, but they can create nearly any change in weather that they desire. Eventually, this becomes to simple that they almost do it subconsciously, allowing them to create gusts of wind, cause rain, snow and even hail to fall from the sky with a simple thought.
Rank 1: Calls wind, rain or snow.
-Wind reduces the accuracy of all light projectiles by -1.
-Rain is treated as rank 1 Rain Dance.
-Snow chills to reduce movement speed by 10% and ups the exhaustion of everyone but the user by +2 each round.
Rank 2: Calls wind, rain, snow or hail.
-Wind reduces the accuracy of all light projectiles by -2 and all heavy projectiles by -1.
-Rain is treated as rank 2 Rain Dance.
-Snow chills to reduce movement speed by 15% and ups the exhaustion of everyone but the user by +3 each round.
-Hail deals 360 ice damage/round to everyone but the user.
Rank 3: Calls two of the following of wind, rain, snow or hail.
-Wind reduces the accuracy of all light projectiles by -3 and all heavy projectiles by -2.
-Rain is treated as rank 3 Rain Dance.
-Snow chills to reduce movement speed by 15% and ups the exhaustion of everyone but the user by +4 each round.
-Hail deals 810 ice damage/round to everyone but the user.
Note:
- Storm Call of the user's highest attained rank must be in use before Storm Control can be used.
- Storm Control may not be used on top of itself.
- Hail automatically hits at the end of every round it is active, but damage cannot be buffed.
- Cannot use a double up on the same element.
Costs:
Rank 1: 1 AP; 500 chakra to initiate, 170/round to maintain.
Rank 2: 1.5 AP; 700 chakra to initiate, 230/round to maintain.
Rank 3: 2 AP; 900 chakra to initiate, 300/round to maintain per effect (for total cost)
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Electromagnetism Electrical Field Jutsu
lightning coursing through their veins, a Santaru is able to find, with a little practice, that they are able to sense and control the electrons in the area around them by altering their electromagnetic energy. This gives them the ability of magnetism, allowing them to control any metallic object at will assuming they aren't too heavy. With a glow of their eyes, any metallic object nearby the Santaru because a suitable weapon.
Rank 1: The user can magnetically control 3 Volleys of projectiles to strike a target within 20 feet.
Rank 2: The user can magnetically control 4 Volleys of projectiles to strike a target within 25 feet at 130% Damage.
Rank 3: The user can magnetically control 5 Volleys of projectiles to strike a target within 30 feet at 150% Damage and +1 Accuracy.
Notes:
- Uses Ninjutsu Accuracy
- Receives both Lightning and Ranged Buffs.
- Unable to steal weapons using this.
- Only works on light or medium projectiles.
Costs:
Rank 1: 1.5 Ap, 250 Cp
Rank 2: 1.5 AP, 430 Cp
Rank 3: 2 Ap, 600 Cp
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EMP Electrical Field Jutsu
Though they constantly emit low frequency electromagnetic energy, the Santaru can easily up the voltage within their turbine-like bodies, and force this invisible energy outwards as an Electromagnetic Pulse, or EMP for short. This is both offensive and defensive, the burst of energy shooting outwards around them and pushing back those with electrical force, even causing the ground to course with lightning of the after effects.
Rank 1: Radiates outwards 10ft and causes 1,400 Damage and 10ft knockback on contact with living beings at -2 Accuracy.
Rank 2: Radiates outwards 15ft and causes 1,760 Damage and 15ft knockback on contact with living beings at -1.5 Accuracy.
Rank 3: Radiates outwards 20ft and causes 2,100 Damage and 20ft knockback on contact with living beings at -1 Accuracy.
Notes:
-This Jutsu may Automatically target two separate targets.
Costs:
Rank 1: 2 Ap, 590 Cp
Rank 2: 2 AP, 740 Cp
Rank 3: 2 Ap, 880 Cp
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Sword Of Oblivion Lightning Jutsu
An advanced technique of the Santaru clan, this allows them to condense the electrons around them into a sword-like shape, which upon being infused with their electrical chakra, generate into a blade of shocking electrical volts, the bolts so bright that it slightly blinds those who look at the user directly.
Rank 1: Blade does 200 damage at +1 Accuracy. Due to the arcs of electricity coming off the blade, grants the Santaru a +2 dodge since the Santaru's actual position is hard to distinguish.
Rank 2: Blade does 220 Damage at +1 Accuracy. Due to the arcs of electricity coming off the blade, grants the Santaru a +2 dodge since the Santaru's actual position is hard to distinguish.
Rank 3: Blade does 240 Damage at +1 Accuracy. Due to the arcs of electricity coming off the blade, grants the Santaru a +2 dodge since the Santaru's actual position is hard to distinguish.
Special Action: The user can throw the Sword of Oblivion as an attack dealing triple damage and costing 1 AP and 225 unmodifiable chakra cost. This uses their Ninjutsu accuracy. The Sword immediately returns after hitting or missing.
Notes:
- This makes the weapon, does not charge another.
- Strikes with Sword of Oblivion costs the standard melee AP cost and use melee accuracy.
- Cannot be dual wielded.
- Can be used with sword taijutsu.
Cost: 2 Ap, 1200 Cp to create, 400 Cp/Rnd.
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Updraft Storm Jutsu
A storm technique performed yet again by altering the electrons in the air, this invokes a powerful gust of wind that smashes into targets with spontaneous force, and launches them into the sky with its sheer force. Perhaps this technique started rumors of the Santaru being able to fly, though one may wonder how safe using it on oneself may be.
Rank 1: Updraft sends a 20x20 area 20ft up into the air, causing them 1,440 damage at +2.5 Accuracy from the brute force of the wind and slamming the ground.
Rank 2: Updraft sends a 20x20 area 20ft up into the air, causing them 1,800 damage at +3 Accuracy from the brute force of the wind and slamming the ground.
Rank 3: Updraft sends a 20x20 area 20ft up into the air, causing them 2,160 damage at +3.5 Accuracy from the brute force of the wind and slamming the ground.
Notes:
- Can only be used once a round.
-This Jutsu may Automatically target two separate targets.
- This is a storm jutsu buffed by both lightning and wind, however only half the buffs from each apply.
Costs:
Rank 1: 2.5AP; 650 Cp
Rank 2: 2.5AP; 820 Cp/Target.
Rank 3: 2.5AP; 980 Cp/Target
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Dark Tempest Storm Jutsu
The Santaru's full potential can only be unleashed when they experience intense emotions, most commonly when fearing that they are in danger. Once they reach that limit though...their powers become so powerful, so destructive, that they can no longer maintain control of their own abilities, unleashing a storm that spreads havoc across the environment, and even threatens the very Santaru which conjured it up, becoming a threat to themselves and all around them.
Rank 1: Every round four lightning bolts attempt to strike every player, including the user, for 600 damage each. The bolts damage the user but hit at -2 acc. All possible effects of Storm Control Rank 3 are in play and will start to effect the user in one round.
Rank 2: Every round five lightning bolts attempt to strike every player, including the user, for 600 damage each. The bolts damage the user but hit at -3 acc. All possible effects of Storm Control Rank 3 are in play and will start to effect the user in two rounds. Large funnel clouds form thin tornadoes that have a 30% chance per person to throw people 30ft into the air, giving them -1 dodge for the round. The user has a 20% to be tossed which increases by 10% every round till it caps out at 30%.
Rank 3: Every round six lightning bolts attempt to strike every player, including the user, for 600 damage each. The bolts damage the user but hit at -3 acc. All possible effects of Storm Control Rank 3 are in play and will start to effect the user in two rounds. Large funnel clouds form thin tornadoes that have a 50% chance per person to throw people 50ft into the air, giving them -2 Dodge for the round. The user has a 20% to be tossed which increases by 10% every round till it caps out at 50%.
Notes:
- Storm Call and Control must be in play before this can be used. Â
- Santaru must be at or under 50% HP to use this.
- Lasts five rounds, cannot be canceled.
Cost: 4 AP; 3000 Chakra