Hi! I just reactivated Kiri yesterday and was told that for 90 days I can fix his build to reflect the current system. Thanks for that. But, the most recent active PC I had was Uri (whose data is somewhere in the "freezer" to quote Kitsune) so I would like to ask the mod to check on Uri for accounting the Jutsu Lists and such. Their stats are both capped so that shouldn't be a problem. I will try to note in each section if there were changes like refunds and such.
Current Character Profile -> https://www.ninpocho.com/threads/kiri.50762/ (I just fixed the broken tags there)
Training Thread -> https://www.ninpocho.com/threads/kiri-the-antithesis.50773/
Dojo Thread -> https://www.ninpocho.com/threads/kiri-on-the-rise.50763/
Uri's Profile, Training and Dojo thread -> are in the freezer. I have no access to them.
Old Stats (as reflected in current character profile)
Custom Class: Tenken
HP: (45+lvl) x stamina
CP: (45+lvl) x chakra control
Class Bonus: Accu+1, Kinjutsu (DS)
High: Ninjutsu Acc, Gen DC
Average: Evasion, Genjutsu Save
Low: Range Acc, Melee Acc
PL: 3,600
ASP: 560
CL: 15
OoC: S
HP: 36,000
CP: 36,000
IC Rank: Mednin
Agility: 600/600
Stamina: 600/600
Taijutsu: 600/600
Ninjutsu: 600/600
Genjutsu: 600/600
Chakra Control:600/600
New Stats (to be changed into)
Custom Class: Mugen
HP: (65+lvl) x stamina
CP: (40+lvl) x chakra control
Class Bonus: Kinjutsu-Jinchuuriki (Holy), +2 HP mod
High: Ninjutsu Acc,
Average: Evasion, Gen Save
Low: Range Acc, Melee Acc, Gen DC
PL: 3,600
ASP: 817
CL: 15
OoC: S
HP: 49,200
CP: 33,000
IC Rank: Mednin
Agility: 600/600
Stamina: 600/600
Taijutsu: 600/600
Ninjutsu: 600/600
Genjutsu: 600/600
Chakra Control:600/600
Current Abilities (as listed in Kiri's current profile)
- Combat Medic (Med Branch Free)
- Shinobi 101: Melee (Slashing) = Nin Acc
- Initiative
- Cursed Seal
- Contract Mastery
- Quick Reaction
- Summoner
- Willpower
- Adrenaline Rush
- Deflection
- Mind Overflow
- Dark Sage Kinjutsu
New Abilities
Hidden Power
Initiative
Adrenaline Rush
Jutsu Mastery
Duelist
Elementalist
Willpower
Hyperactive
Human Anatomy
Shinobi 101: Kin Gen Accu to Nin Accu
Medical Branch: Physician
Jinchuuriki Kinjutsu
Current Inventory (keeping these set)
Slot 1 Pouch: Trap Set
- Hidden Launcher (Trap)
- Chakra Restrictive Seal (Trap)
- Great Flare (Trap)
- Ninja Wire (Trap)
Slot 2 Pouch: Tool Set
- Antidote (Tool)
- Smoke Bomb (Tool)
- Chakra Disruption Bomb (Tool)
- Kawarimi Target (Tool)
Slot 3 Pouch: Poison Set
- Black Lotus (Poison: Lingering Injury)
- Twilight Venom (Poison: Lingering Injury)
- Bloodrot (Poison: Instant Injury)
- Stardust (Poison: Lingering Inhaled)
Note: I looked at the simplified Shinobi rules and poisons are listed to have fees, but when I looked at the poisons and UBR, I couldn't find the categories on "weak", "medium" and "heavy" for the poisons, so I don't know how I would price the poisons listed here
AUGMENTS (based on what is listed in Kiri's Dojo thread and I believe I didn't change much in Uri since I own them and I can just switch which augments to use via dojo post if needed, so ended up collecting a lot)
NEW INFO ABOUT JUTSU:
Major: Water, Fire, Lightning, Non-Elemental, Medical, Kinetic Gen
Minor: Air, ANBU
Advance: Shadow, Scorch, Kinesis, Gravity, Plasma
OLD JUTSUS FOR REFUND (Based on Uri because he was the last active PC)
B-rank - 7500 each x 4 = 30,000
Incapacitate - (M)
Intangible Passage - (M)
Shadow Servant - (M)
Searchlight - (M)
A-rank - 12500 each x 4 = 50,000
Physical Imprisonment Seal - (M)
Body Bind - (M)
Flock of Shadows - (M)
Black Blockade - (M)
KEEPING THE FOLLOWING JUTSUS (based on Uri because he was the last active PC and because I would be buying these Jutsus again anyway even after I refund them but I’ll just list the price here too, just in case.)
E-rank - 450 each x 11 = 4,950
Slash - [M]
Overhead Strike - [M]
Infernal Ember - [M]
Thermal Maw - [M]
Pressurized Mist - [M]
Water Gun - [M]
Body Switch - [M]
Transformation - [M]
Hot Weapon - (M)
Stun - (M)
1000 Years of Pain Kai - (M)
D-rank - 1200 each x 22 = 26,400
Cross Rip - [M]
Crimson Flash - [M]
Gasher - [M]
Immolation Armor - [M]
Fireball - [M]
Combustive Seal - [M]
Water Whip - [M]
Aqua Fang - [M]
Rinse Off - [M]
Cancel - [M]
Contract Summoning - [M]
Combination Transformation - [M]
Spiritual Lantern - [M]
Crystal Eye - [M]
Mystical Hand - [M]
Coagulation - [M]
Mask Summon - (M)
Critical Exposure - (M)
Drunken Stupor - (M)
Influenza - (M)
Tickling - (M)
Facepalm - (M)
C-rank - 3250 each x 45 = 146,250
Vanishing Slash - [M]
Lunar Steps - [M]
Searing Eruption - [M]
Scalding Ash Clouds - [M]
Heat Wave - [M]
Dragon Fire - [M]
Water Prison - [M]
Raindance - [M]
Grand Waterfall - [M]
Impaling Hydro Jet - [M]
Elemental Negation - [M]
Elemental Clone - [M]
Jutsu Sealing - [M]
Stunt Double - [M]
One Element Sealing - [M]
Barrier - [M]
Scorched Land - [M]
Dehydration - [M]
Rushing Burst - [M]
Unstable Release - [M]
Black Eruption - (M)
Midnight Strike - (M)
Spectre Shade - (M)
Dark Displacement - (M)
Force Blast - (M)
Psionic Assault - (M)
Kinetic Infusion - (M)
Force Guard - (M)
Skeletal Formation - [M]
System Shock - [M]
Anesthetic Infusion - [M]
System Restoration - [M]
Snapshot - (M)
Chakra Sense - (M)
Active Camo - (M)
Mental Infiltration - (M)
Ionic Laser - (M)
Deadly Burn - (M)
Plasma Lamp - (M)
Ionic Borealis - (M)
Crippled - [M]
Mist of Deceit - [M]
Massochism - [M]
Silly Fingers - [M]
Cross Wires - [M]
B-rank - 7500 each x 43 = 322,500
Magnum Break - [M]
Kill Driver - [M]
Firestorm - [M]
Spontaneous Combustion - [M]
Infernal Hellfire - [M]
Ring of Fire - [M]
TorrentialVortex –[M]
Hydro Tidal Shockwave – [M]
Water Shark Bomb – [M]
Mystical Pond – [M]
Leech Seal - [M]
Cursed Sealing - [M]
Shadow Shuriken Replication - [M]
Energy Transfer - [M
Chakra Shield - [M]
Chakra Blast - [M]
Rasengan - [M]
Scorching Devastation - [M]
Arid Land - [M]
Convection Spheres - [M]
Heatblast - [M]
Underworld Prison - (M)
Shadow Punishment - (M)
Black Moon Fang - (M)
Ebony Nightmare - (M)
Psi-Shock - (M)
Force Break - (M)
Mind Lock - (M)
Reflection - (M)
Medical Ward - [M]
Mystical Force - [M]
Medical Assistant - [M]
Tranquilize - [M]
Hyper Beam - (M)
Solar Winds - (M)
Plasma Blade - (M)
Plasma Scar - (M)
Phoenix Embrace - [M]
Lingering Spark - [M]
Crush Depth - [M]
Petrification - [M]
Puppet Betrayal - [M]
Pox - [M]
A-rank - 12500 each x 44 = 550,000
Higuma - [M]
Annihilation - [M]
Zantetsuken - [R1]
Fatal Draw - [M]
Sol Fire Tempest - [M]
Abysmal Harbinger - [M]
Dragon Flame Bomb - [M]
Flame Shield - [M]
Supreme Aqua Realm - [M]
Water Dragon Bullet - [M]
Grand Hydra Excavation –[M
Scorn of Aquarius – [M]
Stardust Nova - [M]
Gate of Enma - [M]
Nature's Guard - [M]
Perfect Rasengan - [M]
Five Element Sealing - [M]
Morality Sealing - [M]
Vaporization - [M]
Updraft - [M
Searing Whirlwind - [M]
Amplifier - [M]
Shadow Summoning - (M)
Shadow Garb - (M)
Darkness Falls - (M)
Absolute Void - (M)
Kinetic Blast - (M)
Psionic Rend - (M)
Concussion Pulse - (M)
Redirection - (M)
Regeneration - [M]
Pristine Aura - [M]
Resuscitate - [M]
Angelic Blessing - [M]
Nebula Shine - (M)
Supernova - (M)
Plasma Generation - (M)
Atmospheric Pressure - (M)
Curse of the Leper - (M)
Hemorrhagic Fever - (M)
Delayed Agony - (M)
Parasitic Infestation - (M)
Tree Binding - (M)
Shared Torment - (M)
BUYING THE FOLLOWING JUTSUS
E-rank - 450 x 2 = 900
Storm Bolt - (M)
Thunderfist - (M)
D-rank - 1,200 x 3 = 3,600
Thunderclap - (M)
Electroshock - (M)
Electrocution - (M)
C-rank - 3,250 each x 8 = 26,000
Gravity Distortion - (M)
Anti-Gravity - (M)
Orbital Strike - (M)
Gravitational Pull - (M)
Zeus Flash - (M)
Lightning Torrent - (M)
Thunderstruck - (M)
Volt Charge - (M)
B-rank - 7,500 each x 12 = 90,000
Graviton - (M)
Clutch of the Giant - (M)
Forced Polarity - (M)
Inertial Control - (M)
Mystical Force - (M)
Medical Assistant - (M)
Tranquilize - (M)
Medical Ward - (M)
Gigavolt Cannon - (M)
Chidori - (M)
Lightning Beast - (M)
Amp Field - (M)
A-rank - 12,500 each x 12 =150,000
Shinra Tensei - (M)
Chibaku Tensei - (M)
Newton's Apple - (M)
Centrifugal Force - (M)
Resuscitate - (M)
Angelic Blessing - (M)
Regeneration - (M)
Pristine Aura - (M)
Raijin's Vengeance - (M)
Chidori Control - (M)
Kirin - (M)
Thunderdome - (M)
KINJUTSU (Since Uri was also a Jinchuuriki and Kiri will be returning to his Jinchuuriki state in this new build, I will just list the Ninjutsu abilities, Justus, and stuff once here)
Aura Strike (Ability) = 3,000
Elemental Manifestation (Ability) = 3,000
Daunt (B-Rank Technique) = 7,500
Elemental Shockwave (B-Rank Technique) = 7,500
Life Corrosion (A-Rank Technique) = 12,500
Vanishing World (S-Rank Technique) = 22,500
Total expense = 56,000
Alignment: Holy
Changing Kiri from Fallen Exalted (Core Ability) to Ashenheart (rationale: Kiri's original Jinchuuriki was also based on the fire advanced element of Shadow, but after multiple arcs, the beast has been refined from its cursed state, hence now a Holy alignment and return to pure fire-based element)
Ashenheart: 20 pts. total
Flame Hex - Passive (2 points)
The flames of an Ashenheart make them the most terrifying of foes. Victims of their pyromancy discover that the flames linger after contact, almost clutching to their body afterward. Targets finding themselves under constant siege of an Ashenheart will find they have little chance to ever attempt to treat their injuries; and even find innate regenerative properties halted while burning.
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)
Blaze - Passive (1 point) = 3pts
Restriction- May be purchased three times
The Ashenheart brings the their power of fire to its utmost potential. their flames are all-consuming, and and quickly char their targets to crisps.
Effect: The user deals +2.5% 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.
First Flames - Passive (3 points)
Fire waits for none, and makes no hesitation in its drive to consume all in its path. Much like the flames they wield, the user's power burns ferociously; but may fade quickly.
Effect: For the first five seconds of every round, the user's Fire attacks gain +2 accuracy and +10% damage. For the last five seconds of every round, the user's Fire attacks suffer a -2 accuracy penalty.
Cinder Soul - Chakra Style (2 points)
The power of flame is dangerous; not only to others, but to the wielder themselves. Ashenheart fighting at their fullest give off a burning glow from within, as if they, themselves, were embers being consumed as fuel for their burning power...Power that they in turn, wield to char the enemies.
Effect: The user gains +2 Accuracy. Both damage dealt and received is unrecoverable (reducing their respective target's Max HP by an equal amount). The user's Chakra costs are raised +20%
Note: Like any other fighting style, this can be turned on or off at the user’s discretion or lack thereof. Counts a chakra style
Undying Embers - Ability Modification (2 points)
Restriction- Requires Hidden Power
So long as the smallest ember of life burns within the Ashenheart, they are never -not- a threat; no matter how wounded or exhausted they may be. Ashenheart bring forth their greatest power when they have nothing left to give.
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).
Eruption - Dependent Special Move (2 points)
Playing with fire is dangerous, and most shinobi are cautious when it comes to their flame techniques, and carefully take the time to properly channel their chakra to avoid harming themselves. However, this is not the case for the Ashenheart; missing an opportunity against an opponent for something as insignificant as their own control would be madness, and they release their flames rapidly even if it means using their own body to absorb the recoil of an attack.
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.
Raging Ifrit - Dependent Special Move (2 points)
To think the Ashenheart invest solely in the power of their flame at the complete expense of control is to make a dire mistake; their command over flame can reach a point where they may add flaming properties to many techniques, even those not normally composed of fire chakra.
Effect: When performing a Creation jutsu, the user may pay 4% Max CP to have it considered a Fire jutsu (as well as its original type). Attacks made by a Raging Ifrit inflict the Burn secondary effect. The user may only have one Creation Jutsu modified by Raging Ifrit at a time. This special move cannot be reused until 10 seconds after the Creation jutsu it was used in ended.
Note: The 'Burn' effect causes the target to take +5% damage for a full round. 'Burn' stacks up to three times.
Incinerate - Dependent Special Move (2 points)
All are nothing but fuel to the Ashenheart. With searing flame, they may all-but disintegrate many common obstacles to ash.
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.
Agni Kai - Fire Ninjutsu (1 point, 1 to rank up) = 2pts
Restriction- A-Rank and up
A fearsome technique demonstrating the tenacity of the Ashenheart. Initially appearing as a burst of flame, this technique quickly erupts into an inferno; perhaps a room of impenetrable flame, a tornado of fire, or tunnel of cinders. Regardless, the purpose is the same; the Ashenheart and their enemy are locked into battle with one another without interference of the outside world. While two of them have entered, which will be the one to emerge?
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.
Current Character Profile -> https://www.ninpocho.com/threads/kiri.50762/ (I just fixed the broken tags there)
Training Thread -> https://www.ninpocho.com/threads/kiri-the-antithesis.50773/
Dojo Thread -> https://www.ninpocho.com/threads/kiri-on-the-rise.50763/
Uri's Profile, Training and Dojo thread -> are in the freezer. I have no access to them.
Old Stats (as reflected in current character profile)
Custom Class: Tenken
HP: (45+lvl) x stamina
CP: (45+lvl) x chakra control
Class Bonus: Accu+1, Kinjutsu (DS)
High: Ninjutsu Acc, Gen DC
Average: Evasion, Genjutsu Save
Low: Range Acc, Melee Acc
PL: 3,600
ASP: 560
CL: 15
OoC: S
HP: 36,000
CP: 36,000
IC Rank: Mednin
Agility: 600/600
Stamina: 600/600
Taijutsu: 600/600
Ninjutsu: 600/600
Genjutsu: 600/600
Chakra Control:600/600
New Stats (to be changed into)
Custom Class: Mugen
HP: (65+lvl) x stamina
CP: (40+lvl) x chakra control
Class Bonus: Kinjutsu-Jinchuuriki (Holy), +2 HP mod
High: Ninjutsu Acc,
Average: Evasion, Gen Save
Low: Range Acc, Melee Acc, Gen DC
PL: 3,600
ASP: 817
CL: 15
OoC: S
HP: 49,200
CP: 33,000
IC Rank: Mednin
Agility: 600/600
Stamina: 600/600
Taijutsu: 600/600
Ninjutsu: 600/600
Genjutsu: 600/600
Chakra Control:600/600
Current Abilities (as listed in Kiri's current profile)
- Combat Medic (Med Branch Free)
- Shinobi 101: Melee (Slashing) = Nin Acc
- Initiative
- Cursed Seal
- Contract Mastery
- Quick Reaction
- Summoner
- Willpower
- Adrenaline Rush
- Deflection
- Mind Overflow
- Dark Sage Kinjutsu
New Abilities
Hidden Power
Initiative
Adrenaline Rush
Jutsu Mastery
Duelist
Elementalist
Willpower
Hyperactive
Human Anatomy
Shinobi 101: Kin Gen Accu to Nin Accu
Medical Branch: Physician
Jinchuuriki Kinjutsu
Current Inventory (keeping these set)
Slot 1 Pouch: Trap Set
- Hidden Launcher (Trap)
- Chakra Restrictive Seal (Trap)
- Great Flare (Trap)
- Ninja Wire (Trap)
Slot 2 Pouch: Tool Set
- Antidote (Tool)
- Smoke Bomb (Tool)
- Chakra Disruption Bomb (Tool)
- Kawarimi Target (Tool)
Slot 3 Pouch: Poison Set
- Black Lotus (Poison: Lingering Injury)
- Twilight Venom (Poison: Lingering Injury)
- Bloodrot (Poison: Instant Injury)
- Stardust (Poison: Lingering Inhaled)
Note: I looked at the simplified Shinobi rules and poisons are listed to have fees, but when I looked at the poisons and UBR, I couldn't find the categories on "weak", "medium" and "heavy" for the poisons, so I don't know how I would price the poisons listed here
AUGMENTS (based on what is listed in Kiri's Dojo thread and I believe I didn't change much in Uri since I own them and I can just switch which augments to use via dojo post if needed, so ended up collecting a lot)
- Reenergize
- Vampiric
- Dual Weapon
- Silencer
- Swift
- Trick Weapon no.1
- Recovery
- Wired
- Vengeance
- Raid
- Barbed Teeth
- Trick Weapon no. 2
- Wide Edge
- Blitz
- Siege
- Toxify
NEW INFO ABOUT JUTSU:
Major: Water, Fire, Lightning, Non-Elemental, Medical, Kinetic Gen
Minor: Air, ANBU
Advance: Shadow, Scorch, Kinesis, Gravity, Plasma
OLD JUTSUS FOR REFUND (Based on Uri because he was the last active PC)
B-rank - 7500 each x 4 = 30,000
Incapacitate - (M)
Intangible Passage - (M)
Shadow Servant - (M)
Searchlight - (M)
A-rank - 12500 each x 4 = 50,000
Physical Imprisonment Seal - (M)
Body Bind - (M)
Flock of Shadows - (M)
Black Blockade - (M)
KEEPING THE FOLLOWING JUTSUS (based on Uri because he was the last active PC and because I would be buying these Jutsus again anyway even after I refund them but I’ll just list the price here too, just in case.)
E-rank - 450 each x 11 = 4,950
Slash - [M]
Overhead Strike - [M]
Infernal Ember - [M]
Thermal Maw - [M]
Pressurized Mist - [M]
Water Gun - [M]
Body Switch - [M]
Transformation - [M]
Hot Weapon - (M)
Stun - (M)
1000 Years of Pain Kai - (M)
D-rank - 1200 each x 22 = 26,400
Cross Rip - [M]
Crimson Flash - [M]
Gasher - [M]
Immolation Armor - [M]
Fireball - [M]
Combustive Seal - [M]
Water Whip - [M]
Aqua Fang - [M]
Rinse Off - [M]
Cancel - [M]
Contract Summoning - [M]
Combination Transformation - [M]
Spiritual Lantern - [M]
Crystal Eye - [M]
Mystical Hand - [M]
Coagulation - [M]
Mask Summon - (M)
Critical Exposure - (M)
Drunken Stupor - (M)
Influenza - (M)
Tickling - (M)
Facepalm - (M)
C-rank - 3250 each x 45 = 146,250
Vanishing Slash - [M]
Lunar Steps - [M]
Searing Eruption - [M]
Scalding Ash Clouds - [M]
Heat Wave - [M]
Dragon Fire - [M]
Water Prison - [M]
Raindance - [M]
Grand Waterfall - [M]
Impaling Hydro Jet - [M]
Elemental Negation - [M]
Elemental Clone - [M]
Jutsu Sealing - [M]
Stunt Double - [M]
One Element Sealing - [M]
Barrier - [M]
Scorched Land - [M]
Dehydration - [M]
Rushing Burst - [M]
Unstable Release - [M]
Black Eruption - (M)
Midnight Strike - (M)
Spectre Shade - (M)
Dark Displacement - (M)
Force Blast - (M)
Psionic Assault - (M)
Kinetic Infusion - (M)
Force Guard - (M)
Skeletal Formation - [M]
System Shock - [M]
Anesthetic Infusion - [M]
System Restoration - [M]
Snapshot - (M)
Chakra Sense - (M)
Active Camo - (M)
Mental Infiltration - (M)
Ionic Laser - (M)
Deadly Burn - (M)
Plasma Lamp - (M)
Ionic Borealis - (M)
Crippled - [M]
Mist of Deceit - [M]
Massochism - [M]
Silly Fingers - [M]
Cross Wires - [M]
B-rank - 7500 each x 43 = 322,500
Magnum Break - [M]
Kill Driver - [M]
Firestorm - [M]
Spontaneous Combustion - [M]
Infernal Hellfire - [M]
Ring of Fire - [M]
TorrentialVortex –[M]
Hydro Tidal Shockwave – [M]
Water Shark Bomb – [M]
Mystical Pond – [M]
Leech Seal - [M]
Cursed Sealing - [M]
Shadow Shuriken Replication - [M]
Energy Transfer - [M
Chakra Shield - [M]
Chakra Blast - [M]
Rasengan - [M]
Scorching Devastation - [M]
Arid Land - [M]
Convection Spheres - [M]
Heatblast - [M]
Underworld Prison - (M)
Shadow Punishment - (M)
Black Moon Fang - (M)
Ebony Nightmare - (M)
Psi-Shock - (M)
Force Break - (M)
Mind Lock - (M)
Reflection - (M)
Medical Ward - [M]
Mystical Force - [M]
Medical Assistant - [M]
Tranquilize - [M]
Hyper Beam - (M)
Solar Winds - (M)
Plasma Blade - (M)
Plasma Scar - (M)
Phoenix Embrace - [M]
Lingering Spark - [M]
Crush Depth - [M]
Petrification - [M]
Puppet Betrayal - [M]
Pox - [M]
A-rank - 12500 each x 44 = 550,000
Higuma - [M]
Annihilation - [M]
Zantetsuken - [R1]
Fatal Draw - [M]
Sol Fire Tempest - [M]
Abysmal Harbinger - [M]
Dragon Flame Bomb - [M]
Flame Shield - [M]
Supreme Aqua Realm - [M]
Water Dragon Bullet - [M]
Grand Hydra Excavation –[M
Scorn of Aquarius – [M]
Stardust Nova - [M]
Gate of Enma - [M]
Nature's Guard - [M]
Perfect Rasengan - [M]
Five Element Sealing - [M]
Morality Sealing - [M]
Vaporization - [M]
Updraft - [M
Searing Whirlwind - [M]
Amplifier - [M]
Shadow Summoning - (M)
Shadow Garb - (M)
Darkness Falls - (M)
Absolute Void - (M)
Kinetic Blast - (M)
Psionic Rend - (M)
Concussion Pulse - (M)
Redirection - (M)
Regeneration - [M]
Pristine Aura - [M]
Resuscitate - [M]
Angelic Blessing - [M]
Nebula Shine - (M)
Supernova - (M)
Plasma Generation - (M)
Atmospheric Pressure - (M)
Curse of the Leper - (M)
Hemorrhagic Fever - (M)
Delayed Agony - (M)
Parasitic Infestation - (M)
Tree Binding - (M)
Shared Torment - (M)
BUYING THE FOLLOWING JUTSUS
E-rank - 450 x 2 = 900
Storm Bolt - (M)
Thunderfist - (M)
D-rank - 1,200 x 3 = 3,600
Thunderclap - (M)
Electroshock - (M)
Electrocution - (M)
C-rank - 3,250 each x 8 = 26,000
Gravity Distortion - (M)
Anti-Gravity - (M)
Orbital Strike - (M)
Gravitational Pull - (M)
Zeus Flash - (M)
Lightning Torrent - (M)
Thunderstruck - (M)
Volt Charge - (M)
B-rank - 7,500 each x 12 = 90,000
Graviton - (M)
Clutch of the Giant - (M)
Forced Polarity - (M)
Inertial Control - (M)
Mystical Force - (M)
Medical Assistant - (M)
Tranquilize - (M)
Medical Ward - (M)
Gigavolt Cannon - (M)
Chidori - (M)
Lightning Beast - (M)
Amp Field - (M)
A-rank - 12,500 each x 12 =150,000
Shinra Tensei - (M)
Chibaku Tensei - (M)
Newton's Apple - (M)
Centrifugal Force - (M)
Resuscitate - (M)
Angelic Blessing - (M)
Regeneration - (M)
Pristine Aura - (M)
Raijin's Vengeance - (M)
Chidori Control - (M)
Kirin - (M)
Thunderdome - (M)
KINJUTSU (Since Uri was also a Jinchuuriki and Kiri will be returning to his Jinchuuriki state in this new build, I will just list the Ninjutsu abilities, Justus, and stuff once here)
Aura Strike (Ability) = 3,000
Elemental Manifestation (Ability) = 3,000
Daunt (B-Rank Technique) = 7,500
Elemental Shockwave (B-Rank Technique) = 7,500
Life Corrosion (A-Rank Technique) = 12,500
Vanishing World (S-Rank Technique) = 22,500
Total expense = 56,000
Alignment: Holy
Changing Kiri from Fallen Exalted (Core Ability) to Ashenheart (rationale: Kiri's original Jinchuuriki was also based on the fire advanced element of Shadow, but after multiple arcs, the beast has been refined from its cursed state, hence now a Holy alignment and return to pure fire-based element)
Ashenheart: 20 pts. total
Flame Hex - Passive (2 points)
The flames of an Ashenheart make them the most terrifying of foes. Victims of their pyromancy discover that the flames linger after contact, almost clutching to their body afterward. Targets finding themselves under constant siege of an Ashenheart will find they have little chance to ever attempt to treat their injuries; and even find innate regenerative properties halted while burning.
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)
Blaze - Passive (1 point) = 3pts
Restriction- May be purchased three times
The Ashenheart brings the their power of fire to its utmost potential. their flames are all-consuming, and and quickly char their targets to crisps.
Effect: The user deals +2.5% 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.
First Flames - Passive (3 points)
Fire waits for none, and makes no hesitation in its drive to consume all in its path. Much like the flames they wield, the user's power burns ferociously; but may fade quickly.
Effect: For the first five seconds of every round, the user's Fire attacks gain +2 accuracy and +10% damage. For the last five seconds of every round, the user's Fire attacks suffer a -2 accuracy penalty.
Cinder Soul - Chakra Style (2 points)
The power of flame is dangerous; not only to others, but to the wielder themselves. Ashenheart fighting at their fullest give off a burning glow from within, as if they, themselves, were embers being consumed as fuel for their burning power...Power that they in turn, wield to char the enemies.
Effect: The user gains +2 Accuracy. Both damage dealt and received is unrecoverable (reducing their respective target's Max HP by an equal amount). The user's Chakra costs are raised +20%
Note: Like any other fighting style, this can be turned on or off at the user’s discretion or lack thereof. Counts a chakra style
Undying Embers - Ability Modification (2 points)
Restriction- Requires Hidden Power
So long as the smallest ember of life burns within the Ashenheart, they are never -not- a threat; no matter how wounded or exhausted they may be. Ashenheart bring forth their greatest power when they have nothing left to give.
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).
Eruption - Dependent Special Move (2 points)
Playing with fire is dangerous, and most shinobi are cautious when it comes to their flame techniques, and carefully take the time to properly channel their chakra to avoid harming themselves. However, this is not the case for the Ashenheart; missing an opportunity against an opponent for something as insignificant as their own control would be madness, and they release their flames rapidly even if it means using their own body to absorb the recoil of an attack.
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.
Raging Ifrit - Dependent Special Move (2 points)
To think the Ashenheart invest solely in the power of their flame at the complete expense of control is to make a dire mistake; their command over flame can reach a point where they may add flaming properties to many techniques, even those not normally composed of fire chakra.
Effect: When performing a Creation jutsu, the user may pay 4% Max CP to have it considered a Fire jutsu (as well as its original type). Attacks made by a Raging Ifrit inflict the Burn secondary effect. The user may only have one Creation Jutsu modified by Raging Ifrit at a time. This special move cannot be reused until 10 seconds after the Creation jutsu it was used in ended.
Note: The 'Burn' effect causes the target to take +5% damage for a full round. 'Burn' stacks up to three times.
Incinerate - Dependent Special Move (2 points)
All are nothing but fuel to the Ashenheart. With searing flame, they may all-but disintegrate many common obstacles to ash.
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.
Agni Kai - Fire Ninjutsu (1 point, 1 to rank up) = 2pts
Restriction- A-Rank and up
A fearsome technique demonstrating the tenacity of the Ashenheart. Initially appearing as a burst of flame, this technique quickly erupts into an inferno; perhaps a room of impenetrable flame, a tornado of fire, or tunnel of cinders. Regardless, the purpose is the same; the Ashenheart and their enemy are locked into battle with one another without interference of the outside world. While two of them have entered, which will be the one to emerge?
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.
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