Benevolent One who is benevolent lives not for themselves, but for the well being of others. They have focused their skills on the support and betterment of others over themselves. Learning a lot about the human body, the human spirit, and how they interact with chakra, one with this core ability takes on a supportive, healing role when aggression strikes. Don't be fooled though, benevolent shinobi know more than enough about defending themselves; don't be surprised to see normally restorative jutsu being used to great offensive effect from them! Spoiler: RP Notes None Spoiler: System Notes Benevolent are allowed to train and cast iryoujutsu without the need for the Medical Knowledge ability. Modifications Mystical Chakra InformationInformation Type: CA Modification Base: Mystical Hand ninjutsu Description Benevolent-skilled ninja have a mastery over even the most basic medical techniques. They've learned the ins and outs of such techniques, and using their expert chakra handling skills can even do them at range. Requirements Mystical Hand ninjutsu mastered EffectsEffects Information You may cast the Mystical Hand ninjutsu as a ranged ninjutsu with a range of 10ft; this makes the jutsu a ranged ninjutsu for all intents and purposes. Extra Costs None Mastered EffectsMastered Effects Information You may cast the Mystical Hand ninjutsu as a ranged ninjutsu with a range of 15ft; this makes the jutsu a ranged ninjutsu for all intents and purposes. Or, you may cast it as a melee ninjutsu with a melee range of 10ft. Extra Costs None Body Pathway Derangement Ranshinshou InformationInformation Type: CA Modification Base: System Shock ninjutsu Description Although their perchance for non-violence is the driving force behind their skills in the medical arts, that knowledge can be put to some very deadly use. With a knowledge of the electrical systems that work within the body and a dash of the lightning nature, a Benevolent shinobi can use their own chakra to interfere with this system, causing a target's body to begin firing all manners of wrong electrical signals. Requirements System Shock ninjutsu mastered 3 mastered lighting nature ninjutsu EffectsEffects Information You may cast the System Shock ninjutsu as a melee ninjutsu that gets a -1 Accuracy penalty and deals 600 lightning damage. On a full hit, the target's body is wracked with electricity, causing them to have a -1 Dodge penalty, a -1 Accuracy penalty, and causing all jutsu that require hand seals to cost an additional .5 AP. These penalties last for 2 rounds. Extra Costs +200 CP when casting System Shock Mastered EffectsMastered Effects Information You may cast the System Shock ninjutsu as a melee ninjutsu that deals 600 lightning damage. On a full hit, the target's body is wracked with electricity, causing them to have a -1 Dodge penalty, a -1 Accuracy penalty, and causing all jutsu that require hand seals to cost an additional .5 AP. These penalties last for 3 rounds. Extra Costs +200 CP when casting System Shock Medical Explosions InformationInformation Type: CA Modification Base: Medical Assistant ninjutsu Description As all medical ninja grow and learn their techniques alongside more offensive techniques, it's inevitable that they begin to combine. A Benevolent ninja sees the value in all life, especially when that life needs to be quickly healed by way of explosions. By infusing their special medical clones with some of their explosion nature chakra, they can cause them to detonate in a healing or possibly damaging display. Requirements Medical Assistant ninjutsu mastered 2 mastered explosion nature ninjutsu EffectsEffects Information If you have at least one clone from the Medical Assistant ninjutsu still alive, you may take an action to detonate them. This action costs 1 AP and [Resolves First]. Upon resolution, all of your living Medical Assistant clones explode, affecting an area 15ft around them. Allies caught in the AoE recover HP equal to 20% of their maximum. Enemies caught in the AoE are attacked by the explosion, treated as an explosion nature ranged ninjutsu that deals 1200 explosion damage. Extra Costs Explosion action costs 1000 CP Mastered EffectsMastered Effects Information If you have at least one clone from the Medical Assistant ninjutsu still alive, you may take an action to detonate them. This action costs 1 AP and [Resolves First]. Upon resolution, all of your living Medical Assistant clones explode, affecting an area 15ft around them. Allies caught in the AoE recover HP equal to 25% of their maximum. Enemies caught in the AoE are attacked by the explosion, treated as an explosion nature ranged ninjutsu that deals 1200 explosion damage at +1 Accuracy. Extra Costs Explosion action costs 1000 CP Revitalizing Ray InformationInformation Type: CA Modification Base: Hyper Beam ninjutsu Description One of the underrated skills a Benevolent learns is how to take destruction and turn it into life. Ultimate chakra control is required in order to take a nature's chakra and alter it to do the opposite of what it's supposed to. By dipping into one of the more flashy and destructive chakra natures, a medical Benevolent can use such great chakra force to heal rather than harm. Requirements Hyper Beam ninjutsu mastered EffectsEffects Information You may cast the Hyper Beam ninjutsu as an Iryoujutsu, which will cause any damage it would normally deal to recover that much HP instead. You may do this with either one of the mastery options as well. Extra Costs None Mastered EffectsMastered Effects Information You may cast the Hyper Beam ninjutsu as an Iryoujutsu, which will cause any damage it would normally deal to recover that much HP instead, and also gaining a +25% healing bonus. You may do this with either one of the mastery options as well. Extra Costs None Curing Waters InformationInformation Type: CA Modification Base: Water's Way ability Description It is often said that water is the element of life. Although this is wrong on a number of levels, the fact remains that it is a very important part of life. A Benevolent ninja knows this, and can use many of water's properties to enhance their own medical prowess. Requirements Water's Way ability active EffectsEffects Information When you activate the Water's Way style, you may choose the third option, Healing Healing -- Whenever you deal water damage, you and all allies within 10ft of you restore HP equal to 15% of the damage dealt. Extra Costs None Mastered EffectsMastered Effects Information When you activate the Water's Way style, you may choose the third option, Healing Healing -- Whenever you deal water damage, you and all allies within 10ft of you restore HP equal to 25% of the damage dealt. Extra Costs None Special Actions Healing Aura InformationInformation Type: CA Special Action Description A Benevolent shinobi's chakra is calm and cooling, like a gentle breeze. They have learned how to project this chakra around them like an aura, strengthening the recovery of their allies. Requirements C-Rank EffectsEffects Information You emit a calming, recovering aura. All HP recovered by allies within 30ft of you receives a +10% bonus. This bonus is not granted to HP recovered by actions you take. Action Costs AP: 1.5 AP CP (Cast): 700 CP CP (Maintain): 300 CP Mastered EffectsMastered Effects Information You emit a calming, recovering aura. All HP recovered by allies within 30ft of you receives a +20% bonus. This bonus is not granted to HP recovered by actions you take. Action Costs AP: 1.5 AP CP (Cast): 900 CP CP (Maintain): 500 CP Purify InformationInformation Type: CA Special Action Description 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. Requirements None EffectsEffects Information A target within 10ft of you has their body purified. Weak and strong poisons on the target are instantly removed. The target makes a Poison Resistance +5 check against the potency of any virulent poison they are affected by. This jutsu also cures minor RP ailments like headaches, muscle cramps, inebriation, etc; so long as those effects are not caused by something in the system. Action Costs AP: 1.5 CP (Cast): 400 CP Mastered EffectsMastered Effects Information A target within 10ft of you has their body purified. Weak and strong poisons on the target are instantly removed. The target makes a Poison Resistance +5 check against the potency of any virulent poison they are affected by. Additionally, if the target is suffering from an Accuracy or Dodge penalty not from a maintained effect, a one of those penalties of your choice is reduced by 1. This jutsu also cures minor RP ailments like headaches, muscle cramps, inebriation, etc; so long as those effects are not caused by something in the system. Action Costs AP: 1.5 CP (Cast): 600 CP Calming Touch InformationInformation Type: CA Special Action Description Many benevolent people can easily calm down frightened or enraged victims with merely a soothing touch, immediately calming them and restoring peace. Requirements C-Rank EffectsEffects Information You lay your hands on the target, calming their chakra system. Genjutsu affecting the target must pass a Genjutsu Potency check (using the original genjutsu caster's Genjutsu Potency) against the value of the target's Genjutsu Resistance +3 or else they are dispelled. Action Costs AP: 1.5 Mastered EffectsMastered Effects Information You lay your hands on the target, calming their chakra system. E-Rank and D-Rank genjutsu affecting the target are dispelled. C-Rank and above genjutsu affecting the target must pass a Genjutsu Potency check (using the original genjutsu caster's Genjutsu Potency) against the value of the target's Genjutsu Resistance +5 or else they are dispelled. Action Costs AP: 1.5 Prevention InformationInformation Type: CA Special Action Description 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. Requirements Target must be below 10% of their maximum HP, but not at 0% or below. EffectsEffects Information You surge healing chakra suddenly into a target within 10ft of you. This sets their HP to 15% of their maximum HP instantly. This action [Resolves First. A single target cannot be affected by this action more than once per encounter. Action Costs AP: 1.5 CP (Cast): 3000 CP Mastered EffectsMastered Effects Information You surge healing chakra suddenly into a target within 20ft of you. This sets their HP to 15% of their maximum HP instantly. This action [Resolves First. A single target cannot be affected by this action more than once per encounter. Action Costs AP: 1.5 CP (Cast): 2000 CP Patience InformationInformation Type: CA Special Action Description 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. Requirements None EffectsEffects Information You sacrifice your own health for an ally. You take damage equal to 10% of your max HP, and one target within 15ft of you recovers that amount of HP. The damage dealt to yourself is not affected by bonuses/penalties. Action Costs AP: 0 AP Mastered EffectsMastered Effects Information You sacrifice your own health for an ally. You take damage equal to 10% of your max HP, and one target within 15ft of you recovers that amount of HP +15%. The damage dealt to yourself is not affected by bonuses/penalties. Action Costs AP: 0AP Abilities Healing Mastery InformationInformation Type: Ability Description Choosing to excel in the art of healing, a Benevolent with this ability is more adept at using their ninjutsu to more effectively cure wounds. Requirements None EffectsEffects Information HP recovered by iryoujutsu you cast receives a +15% bonus. Ability Costs None Mastered EffectsMastered Effects Information HP recovered by iryoujutsu you cast receives a +30% bonus. Ability Costs None Divine Mind InformationInformation Type: Ability Description Mind over body, chakra over matter; a Benevolent with this ability has focused their training on the within, on developing their chakra system over the physical strength of their bodies. Requirements None EffectsEffects Information You gain a +1 bonus to your CP modifier. You'll need to re-calculate your CP when you gain this ability. Ability Costs None Mastered EffectsMastered Effects Information You gain a +3 bonus to your CP modifier. You'll need to re-calculate your CP when you gain this ability. Ability Costs None Negative Energy InformationInformation Type: Ability Description Benevolent people are generally kind-hearted and adverse to causing pain to those around them. When pushed far enough though, they can use their knowledge of the body and chakra system that they normally use to heal to a deadly effect. Requirements C-Rank EffectsEffects Information You may have your iryoujutsu deal non-elemental damage instead of recovering HP. Ability Costs None Mastered EffectsMastered Effects Information You may have your iryoujutsu deal non-elemental damage instead of recovering HP. Iryoujutsu cast against unwilling targets also receive a +2 Accuracy bonus. Ability Costs None Jutsu Genesis InformationInformation Rank: A-Rank Type: Melee Ninjutsu Subtype: Iryoujutsu Description The ultimate healing technique, the Benevolent user summons a massive amount of chakra from within them and projects it to their target, accelerating their recovery and making them practically good as new. The chakra used in this technique does more than just recover health, as it can be used to disrupt genjutsu, and heal many other ailments. Masters of this jutsu have learned not only how to project this healing chakra, but utilize it for their own recovery. Requirements None EffectsEffects Information Range: Melee You flood your target with your positive chakra; they recover HP and CP equal to 60% of their maximum of each. All status effects are removed. Any Dodge, or Accuracy, or stat penalty that is not caused by a maintained effect is removed. E-Rank, D-Rank, and C-Rank genjutsu affecting the target are automatically dispelled. B-Rank and A-Rank genjutsu must pass a Genjutsu Potency check (using the original genjutsu caster's Genjutsu Potency) against the value of the target's Genjutsu Resistance +5 or else they are dispelled. If the check is passed the target will always know that they are under the effects of the genjutsu. This jutsu can only affect a single target once per encounter, and you cannot cast it on yourself. HP/CP recovery is not increased by healing bonuses, and the HP/CP recovery cannot be turned into damage. Chakra Costs Cast: 4000 CP[/b] Mastery - Self GenesisMastery Option Effects Information Range: N/A You cast this jutsu on yourself, recovering HP equal to 50% of your maximum. All status effects are removed. Any Dodge, or Accuracy, or stat penalty that is not caused by a maintained effect is removed. E-Rank, D-Rank, and C-Rank genjutsu affecting you are automatically dispelled. B-Rank and A-Rank genjutsu must pass a Genjutsu Potency check (using the original genjutsu caster's Genjutsu Potency) against the value of your Genjutsu Resistance +5 or else they are dispelled. If the check is passed you will know that you are under the effects of a genjutsu. This jutsu can only affect a single target once per encounter. HP recovery is not increased by healing bonuses, and the HP recovery cannot be turned into damage. Chakra Costs Cast: 4250 CP Font of Life InformationInformation Rank: A-Rank Type: Misc Ninjutsu Subtype: Iryoujutsu Description A unique skill that summons chakra from within the user and the surrounding area to generate a spring of healing force; a well of life energy that will revitalize their allies that take a drink from it. Experts on this technique can use the healing chakra to instead charge those who sip, increasing their combat potency. Requirements None EffectsEffects Information Range: 20ft You summon a large well that teems with healing chakra. Any ally character within 5ft of this well can take an action to sip the chakra, recovering 2000 HP. This action costs .5 AP, and can only be done once per round. The well lasts until 10 drinks have been taken. Enemies can also drink from the well, but they will not recover HP. Chakra Costs Cast: 4600 CP Mastery - Charging WellMastery Option Effects Information Range: 20ft You summon a large well that teems with charging chakra. Any ally character within 5ft of this well can take an action to drink the chakra, granting them a +2 Accuracy bonus and a +10% damage bonus. This bonus lasts for the remainder of the round. This action costs 1 AP, and can be done once per round. The well lasts until 5 drinks have been taken. Enemies can also drink from the well, but they will not receive any of the bonuses. Chakra Costs Cast: 4600 CP -