Core Ability - Ashenheart
Blaze (-3)
Effect: The user deals +7.5% Fire damage. If using a Fire attack against a target who has been hit by a Fire attack in the previous 4 seconds, this bonus is tripled against them.
Agni Kai (Mastered, -2)
Rank 1: Deals 2930 Fire damage at +1 Accuracy to a single target. If the target of this attack is a hostile enemy, both they and the user are trapped in a special Arena; neither may exit or target anything outside the Arena, and they cannot be affected by targets outside of this Arena. Lasts 20 seconds, or until either the user or their enemy are reduced to 0 HP.
Rank 2: Deals 3470 Fire damage at +2 Accuracy to a single target. If the target of this attack is a hostile enemy, both they and the user are trapped in a special Arena; neither may exit or target anything outside the Arena, and they cannot be affected by targets outside of this Arena. Lasts 30 seconds, or until either the user or their enemy are reduced to 0 HP.
Cost: 3 AP, 6000 CP
Notes:
- Once the Arena forms, this is considered an Arena jutsu.
- This attack uses Ninjutsu Accuracy or the Accuracy type of a weapon affected by Conflagration.
- This is not maintained; once active, it will last independently until either the duration ends, or one of the two is brought to 0 HP.
- May only ever strike a single target.
- The arena will not form if this attack strikes an ally/friendly target. Bmods should use discretion here to enforce this (attacking an obvious ally once earlier in the round is not enough to consider them not an ally for the purpose of this Jutsu).
- Targets within the arena that attempt to attack targets outside it will have their attacks redirected toward their respective enemy.
- If outside, there is no check to enter the arena normally, unless someone has a technique that allows otherwise.
Eruption (-2)
Effect: May be used with a Fire attack; the user takes CP damage equal to 10% of the attack's damage. The user's next action is then modded as if it takes half as much time to perform as usual (such as an action normally taking 2.5 seconds taking only 1.25 seconds), but the AP cost remains unchanged. May be used once per round.
Pyromancy (-2)
Effect: When performing a Fire attack, the user may convert up to (Lvl x 50) CP into additional Fire damage; the amount added may not surpass the base damage of the action used with it, and does not receive any damage modifiers. This amount is divided equally for multi-hit attacks. The CP used for this reduces the user's Max CP.
Flame Hex (-2)
Effect: The user's Fire attacks nullify all form of HP recovery on their targets for the two seconds following the hit (may last between rounds)
Fire Blessing (-2)
The Burnout special action of Immolation Armor will also reroll the affecting bind when used, and no longer places the jutsu on cooldown. Once per round, if the user performs 2 Fire actions within 5 seconds of eachother, Immolation Armor is automatically cast upon the user (at the rank known) if it is not already active as a free action that does not cost AP, but the user pays all CP costs.
Undying Embers (-2)
Effect: The Hidden Power ability now may be based on the user's Chakra. When out of CP, the user may use their HP to perform Fire jutsu at a 1:1 conversion rate. This does not stack for both pools, and is only based on the which pool would grant the user the greatest effect (the user missing 25% of their HP and 55% of their Chakra would not gain +1.5 Secondaries, but +1 Secondaries).
Conflagration (-3)
Effect: While using the Minor Affinity Move Elemental Channeling with Fire as the selected element, the user's weapon is treated as having the Special Composition: Fire augment.
Incinerate (-2)
Effect: May be used with a Fire attack by paying +15% CP. If this attack hits a non-player target that has its own HP value (such as a barrier, a contract, or a clone) with HP lower than < 8% of the user's Max CP, it is destroyed. If this attack destroys it (whether through this effect or otherwise), it will have half its usual HP the next time it is created/summoned/generated. If not destroyed, it will suffer damage equal to 25% of its max HP at the start of the following round. May be used once per round.
Jutsu Mastery
Rank E (10) Rank D (14) Rank C (19) Rank B (11) Rank A (9) Fire Earth Lightning Unarmed Total ASP: 629 ASP
- E-Rank: 10 x 6 = 60
- D-Rank: 14 x 8 = 112
- C-Rank: 19 x 10 = 190
- B-Rank: 11 x 12 = 132
- A-Rank: 9 x 15 = 135
Elemental Affinities
Fire: Major (Mastered)
Earth: Minor (Mastered)
Lightning: Minor (Mastered)
Wind: Minor (Free)
Non-Elemental: Major (Free)
Advanced Elements: Scorch, Kinesis, Plasma, Explosion
Equipment
Shakunetsu No Ken (Scorching Fist) [Unarmed]
DMG: +10%, ACC: 0, Bonus: Suppression
1. Chakra Drain
2. Vampiric
3. Free Flow
Bakuhatsu Suru Ken (Exploding Fist) [Unarmed]
DMG: +10%, ACC: 0, Bonus: Suppression
1. Chakra Drain
2. Vampiric
3. Primal
Abilities
Sentinel - ANBU Branch (Free)
Duelist (WC 102)
For Shinrya Kosuke, focus was both a strength and a weakness. He could direct his scorching fire at a single person with near limitless intensity, and sometimes even two... But past that, he found it difficult to switch between targets on a moment's notice. His tutors were partly to blame, as they focused more than a generous amount of time with him sparring a single person over and over and over and over again. So much so that they aided him in perfecting a battling technique that would pit him against one other with extremely little hope for interference: the Agni Kai.
Weapon Attunement (WC 116)
While he was born with the ability to mold chakra, he was not particularly gifted at being conservative with it, at using just the perfect amounts. He was, however, gifted with his hands, and had a knack for swift, powerful strikes that could leave a person's features singed and burnt with his ire. He trained almost exclusively with his bare fists, until he was more than a match for those who focused on Ninjutsu or even Genjutsu... But the Shinrya were known for their skill with fire, and more than a few were weaponsmiths capable of creating the personal, unique gloves that tapped into his well of chakra and augment his strikes to a deadly degree.
Weapon Mastery, Unarmed (WC 136)
His new gauntlets... He had a pair of sets, each one capable of utilizing his chakra in different ways. Each gauntlet was able to draw health and chakra from his unfortunate victims, which helped immensely with energizing the over-active boy as he fought. Each, however, was built for a specific purpose. Shakunetsu No Ken, or Scorching Fist, was meant to augment his lack of skill with drawing chakra. It learned insofar as it grew with him as he learned techniques, and helped him by keeping his chakra consumption low so that he could for days on end without tiring. Bakuhatsu Suru Ken, or Exploding fist, on the other hand, was created to speed his strikes, especially his most basic strikes. It caused his jabs to explode quickly and efficiently, dealing damage at a consistently swift rate.
Fire Chakra Style (WC 115)
There was something about fire that worked almost flawlessly with his strikes. He naturally ran hot, like most of his family, but when adrenaline pumped through his system and his striking gauntlets drew the fire from his chakra, it was as if every jab conjured flames that made his hands burn like a raging inferno. It took time, as hard-headed as Kosuke was, but he was able to be trained into using the flames to augment not only his strikes, but the rest of his body and his movements, as well. He was not a graceful kid, but a powerful one, and the fire trailed behind his every action as if he were on fire.
Conservative Motion (WC 115)
With the amount of practice he put into his martial arts, it was not long until his body was able to move with the flow of things around him... However, unlike many fighters, he instead broke that flow and moved his own way. He was fluid, but overpowering and unflinching, the direct opposite of a graceful martial artist. His style was like that of a charging bull, brute-forcing his way past obstacles and anything that would try to stop him. There was a certain, strange conservative-like nature to it, however - though it was hard on his body, it ensured that he took the shortest path, the most direct, and wasted the least amount of energy.
Willpower (WC 111)
To continue fighting as he did, breaking through barriers and people with brutal efficiency, required a certain level of willpower to continue even at the cost of his body. His hard-headedness came with a mental fortitude that few could match, and few could exploit for very long. He was not much of a Genjutsu user, and did not practice much against them, but he had an innate knack for shrugging off annoying attempts at breaking into his mind. It taxed him, mentally, and often left him with a headache to beat them back with only his mind, but it was his chief defense against them (past beating them up, of course).
Nimble Hands (WC 110)
As powerful as he seemed, Kosuke's strength did not come exclusively from the robustness of his muscles. He was, after all, a rather slim lad, though a very well-trained one. His strength came from his speed and agility, his ability to go from zero to one hundred at the snap of a finger. Swift and dexterous was just as much part of his toolkit as his fire and flame. One particular area benefitted from this ability: his hands. He had long fingers for his age, like he could have been a pianist in another life. In this life, however, they enabled him to use handseals even through his heavy gauntlets.
Initiative (WC 109)
With that speed and agility came an initiative that enabled him to blow by his competition while they were still starting up. Kosuke took little time to rush in and begin his attack, and often did so so quickly that his opponents were left on their heels, attempting to bat away his barrage of fists and flames as he attacked with ruthless intensity. It often helped him even when both he and his opponent were on even footing, his quickness allowing him to focus and equip his gauntlets quicker than most people would be able to so that they were left to equip themselves while he was busy attacking.
Jutsu Mastery (WC 108)
Kosuke was never gifted with full control over his chakra, itself. He had a habit of drawing too much, in some subconscious attempt to make his jutsu even more powerful than he could handle. He was, however, gifted with the ability of mastery. It was less of a gift and more of a byproduct of his passionate sense of focus. When he learned a new technique, he had a more positive habit of practicing it over and over and over again, until he could achieve them with near perfect efficiency in his sleep. It was a bit of an obsession, to be able to perfectly accomplish every technique.
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