Profile: http://ninpocho.com/viewtopic.php?f=559&t=46459
Training: http://ninpocho.com/viewtopic.php?f=561&t=46491
OCR: http://ninpocho.com/viewtopic.php?f=613&t=46354
ASP
CA: Pyromaniac!
Kin: Jashinism
Ability rp w.i.p
Training: http://ninpocho.com/viewtopic.php?f=561&t=46491
OCR: http://ninpocho.com/viewtopic.php?f=613&t=46354
ASP
-Additional Advanced Element - 100 Points (Mirror)
The user is granted an additional Elemental Affinity Slot. May be purchased unlimited times.
-Class Point Card - 100 Points (+5% nin dmg)
Grants the user 2 additional Class Points. This card may only be used once by a single player. May be purchased one time.
Code:[u]Fighting Spirit! [V][/u] [b]HP:[/b] (65+lvl) x stamina [b]CP:[/b] (35+lvl) x chakra control Class Bonus: Kinjutsu +5% nin dmg [i]High:[/i] Nin acc [i]Average:[/i] Melee acc, Gen DC, Gen Save, Evasion [i]Low:[/i] Puppet acc, Range acc
-Curse Seal Lunar rank up lv3 - 120 Points
asp 823pts - 320pts = 503pts
Profile Link: http://ninpocho.com/viewtopic.php?f=559&t=46459
Free D-Rank Minor Affinity: Fire
Free C-Rank Minor Affinity: Lightening
Free C-Rank upgraded Minor to Major (Same as D-Rank): Fire
Major Affinities (Please state how they were acquired in "()" next to them): Fire(Free), Lightening(Mastered half from free minor), Mirror(Half Mastered), Plasma(Half Mastered), Scorch(Half Mastered)
Minor Affinities (Please state how they were acquired in "()" next to them): Non-Elemental(half Mastered), Fire(Free), Lightening(Free), Earth(half Mastered), Plasma(Auto), Scorch(Auto), Mirror(Auto)
BL/CA/Kin Free Advanced Elements: none
Non-BL/CA/Kin Advanced Elements (MAX FOUR) (Please state how they were acquired in "()" next to them: Scorch(Rp), Mirror(ASP), Plasma(RP)
300 Word RP:
Scorch
I have always been interested in learning the next big or best thing. Ironically as it may sounds, the next big thing just so happens to be a new ninjutsu at least ninty-nine percent of the time. Imagine my excitement when one of the major clans started to take on outside students and train them on their signature element, the very one said to be hotter than a thousand suns and one of the hardest to master. Ha! Just who the hell do you think I am? Of course I was the first one waiting up there. I swear I sat at the gate for over forty-eight hours until the big day. Being that the chakra paper identified my chakra type being fire over two years ago defiantly gave me an edge once I became a student of the Scorch element. I had to focus on the raw heat of fire more so than the element itself... kind of like discovering a flames heart. Training was long and sometimes frustrating and I began to understand then why there weren't many who achieved this level of mastery. The more interesting parts of the training had a lot to do with the culinary aspect more so than than the shinobi aspect. You see, cooks are the true masters of heat, second to a dragon where as a cook focuses on the control mastery of heat to do his or her bidding. The clan believed that no one outside their clan possessed what it took to create flames powerful enough to rival a dragons but that people could learn to control heat and fire on a mastery level of a good cook. They had me boil over two-thousand and something eggs with my palm. They said that if I could boil all 2000 eggs cooked to perfection without cracking a single one, then I had mastered the concept of scorch element and was ready to start mastering jutsu. You want to know what I said to that, "Just who the hell, do you think I am!?"
wc 342
Plasma
The Plasma element is essentially chakra condensed into a form of pure, free flowing energy. Techniques of this nature are both incredibly powerful and diverse, making this element particularly lethal against nearly any opponent yata yata yata, spiritual stuff here and there. By this time I was just ready to start learning more jutsu. You see, that clan I was talking about earlier apparently never seen an outsider achieve the two-thousand perfection boiled eggs, with no cracks, and by palm. So they issued this challenge with no expectation that an outsider would ever achieve this but one did... me. I didn't just master that but also all the jutsu they were willing to teach and by the way I have my suspicion that they were holding out on jutsu. But non the less I was grateful and even more so when one of the masters of the clan decided to take me on as his personal student and to teach me yet another element, one I had no idea even existed. The plasma jutsu! In all honesty, it first sounded extra scifi and fictional but I remained optimistic until it turned into all this extra spiritual stuff about making something destructive and wild into a stream of flowing force. This involved a lot of meditation which I did not like or rather didn't care for. The master wanted me to understand the element on a deeper level in order to make teaching me a plasma jutsu possible. It was much like boiling those eggs except I'd rather boil an extra two-thousand or so eggs than to sit down and channel my inner self through myself or what ever it was that he had me doing. After a whole long tortuous year, I was finally able to start learning plasma jutsu.
wc 301
Abilities
0. Combat Medic
1. Fire - Chakra Style
2. Martial Artist
3. Initiative
4. Strategist
5. Bloody Mess
6. Jutsu Expansion
7. Healing Factor
8. Quick Reaction
9. Duelist
10. Kinjutsu
11. Kinjutsu
12. Kinjutsu
Items
1. Blood Pill x3
2. Oil Flask x2
3. Ninja Wire x8
4. Health Pills x3
5. Kawarimi Target x1
Weapon Holster: (Lucky Kunai)
Weapon
Unarmed (Lucky Kunai)
Naturally cause Suppression
+2acc -10%damage
augment- Primal
augment- Binding
augment- Special Composition - Ninjutsu
CA: Pyromaniac!
Explosive Chakra - Passive (3 points)
Effect: Due to the difficulty of controlling their chakra, all ninjutsu and genjutsu cost 5% more. However, all fire based jutsu have a +2 critical range and hit for 2.5x normal damage on critical hits instead of 2.0x normal damage.
Warmth - Passive (2 points)
Effect: The user regains 2% Max Cp each round. This is increased to 4% Max Cp/Rnd when Mantle of Fire is active.
Fire Blast - Dependent Special Move (3 points)
Effect: A chosen Fire based Jutsu deals +40% more damage and deals 25% of its total damage back to the user. This jutsu has a 20% chance to increase the damage by an additional +20%, a 30% chance to increase damage by 20% with an additional +25% backlash, and a 10% chance to become unstable and explode on the user dealing full damage to them. Only one effect may happen per use. Because of the intense power, damage from this jutsu cannot be reduced by mantle of fire. This may be used only three times per battle, and does not apply to Damage Buff Limits.
Wildfire - Passive (3 points)
Effect: All fire based jutsu have a 20% chance to Set their targets afire, dealing 10% of the Jutsu's damage each round for two rounds. Fire based jutsu already having the chance to set targets afire are increased by 10%, and all AoE Flame techniques are increased by 8x8 feet.
Ifrit Caress - Dependent Special Move (3 points)
Effect: The user can convert up to 5% of their current HP to damage in a fire based jutsu. This can only be done once per round and three times per battle, and does not apply to the damage buff limit. The used HP is considered 'burned' and cannot be recovered during the battle.
Fire Boost - Boost (1 point) x3
Effect: Fire based jutsu deal 10% more damage, but 5% of the total damage is done to the user.
Mantle of Fire - Jutsu (1 point, 1 to rank up) x2
Rank 2: Wreathes the user in flames that deal 150 fire damage to anyone who makes an unarmed melee attack on them or touches them in any way. While wreathed in flame, all fire damage the user would deal to themselves, including the backlash from Fire Boost, is neutralized, besides Fire Blast backlash. Fire damage from other sources is reduced by 40%. All fire damage is boosted by fire buffs, including Fire Boost, with the exception of melee damage.
Cost: 3000 CP and 3 AP to activate, 1000 CP/round to maintain
Notes:
- This counts as a Chakra Armor.
Kin: Jashinism
Jashinism
Effects:
- Their gruesome rituals and practices give the Jashinist their Dark God's Blessings. All Damage Reduction effects upon a Jashinist cannot be bypassed or negated, whether it be from Weapon or Jutsu effects, Augments, Dark Techniques, etc.
- All Bleeding and called shot attempts made against the user have a -10% Chance of Success. All physical penalties are treated as if one rank lower.
- The Jashinist cannot be knocked out by passive damage such as Poison or Bleeding.
- If an attack would cause the user to be Ko'd, their Hp remains at 1 Hp and they cannot be Ko'd for the remainder of the round. This may happen once per battle.
- If an attack would bring the user to -100% Max Hp, Damage stops at 1 Hp away from -100%. This may happen once per battle.
Blood Magic - Special Activated Passive
Effect:
- By paying 10% of a Jutsu's cost in Hp, the user can turn a Ninjutsu into a "Dark" Element Attack. This Blood jutsu does not require handseals, and deals +5% damage, and bypasses 5% of Damage Reduction. These effects may stack up to three times in one Jutsu.
- By coating their weapon in their own Blood, the user can use any physical action as a "Dark" Element technique. This blood must be fresh, so it costs Hp equal to 30% of the Taijutsu cost, and deals +15% Damage while bypassing 15% worth of damage reduction. This only applies to one action/jutsu per use, as the dark energy rapidly fades from the blood.
- This does not cost Ap, the user only has to declare an attack is being made in this way.
- Does not cost an ability slot.
Prayer of Malicious Intent - C-Rank Curse Ninjutsu
Master Rank: For one round, reverses all physical debuffs effecting the user.
Note:
- This jutsu may only be used once every three rounds.
- Does not apply to any negated debuffs. The user also takes +10% Damage from all sources the round this is used.
- The following round, all physical penalties are increased by +1, and the user still takes +10% damage from all sources.
Cost: 620 Cp to initiate.
Ability rp w.i.p