[[Will edit this with all new abilities, weapons, etc. when they are acquired for a quick glance of all my stuff in one post]]
OOC Rank: A-rank
[legend="[size=4][b]Abilities[/b][/size]"]0. ANBU Ability - Sentinel
0. Shinobi 101 (nin) - Crystal
1. Defensive Technique
2. Bloody Mess
3. Healing Factor
4. Fire - Chakra style
5. Fearless
6. Called Shots
7. Human Anatomy
8. Sensor
9. Tracker
10. Clarity
11. Summoner[/legend]
[legend="[size=4][b]Core Ability Info; Pyromaniac[/b][/size]"]CA points: 20
CA pts spent: 20
Bought skills:
[/legend]
[legend="[size=4][b]Affinities[/b][/size]"]Free D-Rank Minor Affinity: Fire
Free C-Rank Minor Affinity: Earth
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 Major), Earth (Free minor; Mastered half)
Minor Affinities (Please state how they were acquired in "()" next to them): Water (Link), Lightning (Mastered half)
BL/CA/Kin Free Advanced Elements:
Non-BL/CA/Kin Advanced Elements: Explosion, Lava, Crystal (S101n)[/legend]
[legend="[size=4][b]Weapons[/b][/size]"]Description: Old but sturdy gloves Chi found in the attic, her parents didn't know who they belonged to so they let her have them. They're black gloves with metal plates on the top with the Iwa symbol on them.
Damage type: Unarmed (may use handseals while armed)
Damage modifier: -10% base damage
Accuracy Modifier: +2 acc
Augments: Vanguard; Recovery; Primal[/legend]
OOC Rank: A-rank
[legend="[size=4][b]Abilities[/b][/size]"]0. ANBU Ability - Sentinel
0. Shinobi 101 (nin) - Crystal
1. Defensive Technique
2. Bloody Mess
3. Healing Factor
4. Fire - Chakra style
5. Fearless
6. Called Shots
7. Human Anatomy
8. Sensor
9. Tracker
10. Clarity
11. Summoner[/legend]
[legend="[size=4][b]Core Ability Info; Pyromaniac[/b][/size]"]CA points: 20
CA pts spent: 20
Bought skills:
Explosive Chakra - Passive (3 points)
Restriction- C Rank and up
Even a pyromaniac’s chakra is unstable, making it highly volatile and extremely dangerous. While this makes their chakra a little harder to control, it makes their fire based jutsu just that much more frightening.
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.
Direct Conversion - Independent Special Move (2 points)
Through intense willpower and spirit bordering on insanity, Pyromaniacs can directly convert their life force into chakra much more efficiently than other shinobi can.
Effect: Any amount of HP can be converted into CP at a 1 to 1 ratio. Costs 1 AP and can only be used three times in one battle.
Fire Blast - Dependent Special Move (3 points)
By fully unleashing their fiery nature, a pyromaniac can charge a fire based jutsu far beyond normal limits, creating a highly-unstable and explosive attack that is only vaguely controlled, with wild chances to go either way in creating victory or defeat.
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)
Unstable and dangerous, a Pyromaniac's mind set is one that craves destruction in the fastest, most efficient way possible. Without regards to themselves or their surroundings, they unleash scorching flames with no attempt at self control. Their flames set fire to all they touch, and their battles leave nothing but a scarred wasteland behind.
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.
Warmth - Passive (2 points)
Through their bond with fire, pyromaniacs can draw energy from the warmth of the surrounding air, constantly recharging themselves.
Effect: The user regains 2% Max Cp each round. This is increased to 4% Max Cp/Rnd when Mantle of Fire is active.
Flow of Fire - Independent Special Move (2 points)
Some call it a heat shield, others an air lance, but what it really is is protection from your enemies with a veil of flames. Everything else is irrelevant.
Effect: For 3% their Max Hp a round, the user can activate a shield of flame that encases them, granting a +2 dodge against all projectile and elemental attacks.
Fire Boost x3 - Boost (3 points)
Restriction- May only be purchased three times
A pyromaniac with this ability has brought out the destructive force of their fire based jutsu to the maximum, though they are no less reckless and chaotic in the execution.
Effect: Fire based jutsu deal 30% more damage, but 15% of the total damage is done to the user.
Mantle of Fire - Jutsu (2 points
Restriction- A-Rank and up
By wreathing themselves in flames, the pyromaniac truly becomes one with the fire, burning all around them, whether it be friend, foe, or anything in between.
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.
Restriction- C Rank and up
Even a pyromaniac’s chakra is unstable, making it highly volatile and extremely dangerous. While this makes their chakra a little harder to control, it makes their fire based jutsu just that much more frightening.
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.
Direct Conversion - Independent Special Move (2 points)
Through intense willpower and spirit bordering on insanity, Pyromaniacs can directly convert their life force into chakra much more efficiently than other shinobi can.
Effect: Any amount of HP can be converted into CP at a 1 to 1 ratio. Costs 1 AP and can only be used three times in one battle.
Fire Blast - Dependent Special Move (3 points)
By fully unleashing their fiery nature, a pyromaniac can charge a fire based jutsu far beyond normal limits, creating a highly-unstable and explosive attack that is only vaguely controlled, with wild chances to go either way in creating victory or defeat.
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)
Unstable and dangerous, a Pyromaniac's mind set is one that craves destruction in the fastest, most efficient way possible. Without regards to themselves or their surroundings, they unleash scorching flames with no attempt at self control. Their flames set fire to all they touch, and their battles leave nothing but a scarred wasteland behind.
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.
Warmth - Passive (2 points)
Through their bond with fire, pyromaniacs can draw energy from the warmth of the surrounding air, constantly recharging themselves.
Effect: The user regains 2% Max Cp each round. This is increased to 4% Max Cp/Rnd when Mantle of Fire is active.
Flow of Fire - Independent Special Move (2 points)
Some call it a heat shield, others an air lance, but what it really is is protection from your enemies with a veil of flames. Everything else is irrelevant.
Effect: For 3% their Max Hp a round, the user can activate a shield of flame that encases them, granting a +2 dodge against all projectile and elemental attacks.
Fire Boost x3 - Boost (3 points)
Restriction- May only be purchased three times
A pyromaniac with this ability has brought out the destructive force of their fire based jutsu to the maximum, though they are no less reckless and chaotic in the execution.
Effect: Fire based jutsu deal 30% more damage, but 15% of the total damage is done to the user.
Mantle of Fire - Jutsu (2 points
Restriction- A-Rank and up
By wreathing themselves in flames, the pyromaniac truly becomes one with the fire, burning all around them, whether it be friend, foe, or anything in between.
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.
[legend="[size=4][b]Affinities[/b][/size]"]Free D-Rank Minor Affinity: Fire
Free C-Rank Minor Affinity: Earth
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 Major), Earth (Free minor; Mastered half)
Minor Affinities (Please state how they were acquired in "()" next to them): Water (Link), Lightning (Mastered half)
BL/CA/Kin Free Advanced Elements:
Non-BL/CA/Kin Advanced Elements: Explosion, Lava, Crystal (S101n)[/legend]
[legend="[size=4][b]Weapons[/b][/size]"]Description: Old but sturdy gloves Chi found in the attic, her parents didn't know who they belonged to so they let her have them. They're black gloves with metal plates on the top with the Iwa symbol on them.
Damage type: Unarmed (may use handseals while armed)
Damage modifier: -10% base damage
Accuracy Modifier: +2 acc
Augments: Vanguard; Recovery; Primal[/legend]