"This Fire Burns - Killswitch Engage"
Name: Shuurai Ikazuchi Miyagi Tessuhai
Alias:
Age: 19
Height: 6'1
Weight: 180lbs
Body Frame: Athletic
Gender: Male
Day of Birth: August 4th
Blood Type: O-
Hair Color: Auburn
Eye Color: Crystal Blue
Village: Cloud Sand
Alignment: Neutral (Undecided)
Rank: Chuunin
Zodiac Sign: Leo
Level Scale:
Spoiler:
Appearance:
Text
Personality:
Text
History:
Spoiler:
[Before Incarceration]
[Revised History - Coming Soon]
[After Incarceration]
Hobbies:
-Playing the Shamisen
-Training
-Reading
Likes:
-Music
-Tattoos
-Strong Liquor
-Tobacco
Dislikes:
-Old People
-Crowds
-Nightmares
-Fire
STATISTICS
Level:
HP:
CP:
Agility:
Stamina:
Ninjutsu:
Taijutsu:
Genjutsu:
Chakra Control:
Power Level:
AP:
Capped Points:
Nature Type
(Fire)
Kekkei Genkai
-Lava
-Scorch
-Explosion
20
43800
37200
600 (600)
600 (600)
600 (600)
600 (600)
600 (600)
600 (600)
3600
12
195
Class: Phoenix Rising
HP:
(53+lvl) x stamina
CP:
(42+lvl) x chakra control
Class Feature:
Class Bonus: Kinjutsu [Tsukumogami]
High: Melee Accuracy
Average: Ninjutsu Accuracy, Evasion, Genjutsu Save
Low: Ranged Accuracy, Genjutsu DC
]
Pyromaniacs are quite possibly the craziest of all elemental specialists. Their bond with fire has driven them to be partially insane, and sometimes even suicidal in their way of fighting.
Spoiler:
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 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 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)
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.
Chakra Burn - Modification (2 points)
Restriction- Requires Chakra Absorption
Rather than absorbing chakra, a Pyromaniac who has mastered this technique can instead access an opponent’s chakra and ignite it with a spark of their own. However, there’s a high chance that the chakra explosion will also back draft.
Effect: Chakra Absorption can be used to destroy twice as much chakra instead of absorbing it, though there is a 50% chance on any given hit that it will destroy half that much chakra within the user. This is not a fire jutsu.
Note: When activating Chakra Absorption, they can choose to activate it as the normal Absorption or as Chakra Burn; the choice lasts for the duration of the effects. To change whether it burns or absorbs, the user has to redo the jutsu.
Direct Conversion - 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 - Special Move (3 points)
By fully unleashing their fiery nature, a pyromaniac can charge a fire 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 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 jutsu have a 20% chance to Set their targets afire, dealing 10% of the Jutsu's damage each round for two rounds. Fire jutsu already having the chance to set targets afire are increased by 10%, and all AoE Flame techniques are increased by 8x8 feet.
Flow of Fire - 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.
Burning Recoil - 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 Pyromaniac. Missing an opportunity against an opponent for something as insignificant as their own safety is unthinkable, and they release their flames rapidly even if it means using their own body to absorb the recoil of an attack.
Effect: A Pyromaniac may use their own body to absorb the recoil of a Fire jutsu, increasing the accuracy by +2, but also taking on +15% backlash damage. This can be done once per round.
Pyrokinetic Touch - Modification (2 points)
Restriction- Requires Combustive Seal
Having no need for hiding and laying traps around a battlefield, why would a Pyromaniac waste time setting up for a battle when they could be fighting? Rather than taking a tactile approach, a Pyromaniac is able to unleash a blast of fire that seems to have the strength of multiple jutsu condensed, all with a single touch...
Effect: Allows a Pyromaniac to use Combustive Seal directly on a target, at -2 Melee Accuracy. This has the same effect and costs as a normal Combustive Seal, but detonates all stored jutsu automatically at the end of the round.
Ifrit Caress - Special Move (3 points)
Restriction- Must be Jounin
The flames of legendary fire spirits endow these specially blessed Pyromaniacs, allowing their fire to ravage their foes with reckless abandon.
Effect: The user can convert up to 5% of their current HP to damage in a fire 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 x3 (3 point)
Restriction- May only be purchased three times
A pyromaniac with this ability has brought out the destructive force of their fire jutsu to the maximum, though they are no less reckless and chaotic in the execution.
Effect: Fire 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)
Restriction- B 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 1: Wreathes the user in flames that deal 100 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 20%. All fire damage is boosted by fire buffs, including Fire Boost, with the exception of melee damage.
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
Unused CA Points ( 0 )
ABILITIES
Quickdraw
Bull's Strength
Called Shot
Nimble Hands
Quick Healer
Weapon Mastery: Giant Blade Type
Flat Edge: Giant Blade Style
Shadow Tactics
NINJUTSU
~Fire Jutsu~
E-Rank
Infernal Ember [Mastered]
Thermal Maw [Mastered]
D-Rank
Fireball [Rank 1]
Immolation [Rank 1]
Combustive Seal [Rank 1]
C-Rank
Dragon Fire [Mastered]
Scalding Ash Cloud [Mastered]
Searing Eruption [Mastered]
Heat Wave [Mastered]
B-Rank
Firestorm [Mastered]
Infernal Hellfire [Mastered]
Spontaneous Combustion [Mastered]
Ring of Fire [Mastered]
A-Rank
Dragon Flame Bomb [Mastered]
Sol Fire Tempest [Mastered]
Abysmal Harbinger [Mastered]
Flame Shield [Mastered]
~Explosion Jutsu~
C-Rank
Landmine [Rank 1]
Bang Bullet [Rank 1]
Explosive Touch [Rank 1]
Blast Wave [Rank 1]
B-Rank
A-Rank
~Lava Jutsu~
C-Rank
Magma Strike [Rank 1]
Molten Cloak [Rank 1][/url]
Lava Torrent [Rank 1]
Molten Mantle [Rank 1]
B-Rank
A-Rank
~Scorch Jutsu~
C-Rank
Scorched Land [Rank 1]
Dehydration [Rank 1]
Rushing Burst [Rank 1]
Unstable Release [Rank 1]
B-Rank
A-Rank
TAIJUTSU
~Weapon Jutsu~
E-Rank
Arcing Strike [Mastered]
Overhead Strike [Mastered]
D-Rank
Titanic Thrust [Mastered]
Crimson Flash [Mastered]
Breathtaking Blow [Mastered]
Swirling Grind [Mastered]
C-Rank
Gamble Maneuver [Mastered]
Broadslap [Mastered]
Aura [Mastered]
Hyper Extension [Rank 1]
Goliath Toss [Rank 1]
B-Rank
Execution [Mastered]
Kill Driver [Mastered]
A-Rank
Annihilation [Mastered]
~Unarmed Techniques~
E-Rank
D-Rank
Speed Boost [Mastered]
C-Rank
Dodge Roll [Mastered]
Awakening The Dragon [Rank 1]
B-Rank
A-Rank
ANBU/NE
~Anbu Jutsu~
D-Rank
Mask Summon [Mastered]
Critical Exposure [Mastered]
C-Rank
Chakra Sense [Mastered]
Active Camo [Mastered]
Mental Infiltration [Mastered]
Snapshot [Mastered]
B-Rank
Intangible Passage [Mastered]
Shadow Servant [Mastered]
Searchlight [Rank 1]
Destroy Presence [Rank 1]
A-Rank
Body Bind [Mastered]
Flock of Shadows [Rank 1]
Black Blockade [Rank 1]
Physical Imprisonment Seal [Rank 1]
~Non-Elemental~
E-Rank
Transformation [Mastered]
Body Switch [Mastered]
Basic Summoning [Mastered]
D-Rank
Signal Flare [Mastered]
Combination Transformation [Mastered]
Cancel [Mastered]
Crystal Eye [Mastered]
Spirit Lantern [Mastered]
C-Rank
Elemental Clone [Rank 1]
B-Rank
Energy Transfer [Mastered]
Chakra Shield [Mastered]
Chakra Blast [Mastered]
Rasengan [Mastered]
A-Rank
Nature`s Guard [Mastered]
[/b]
Equipped Items
Sheath:
Weapon: Great Knife
Augment: Crippler
Augment: Vampiric
Augment: Diffraction
Augment: High Quality
Belt Pouch:
Pouch Slot 1: Smoke Bomb: x3
Pouch Slot 2: Flash Bomb: x2
Summoning Scroll (Small):
Scroll Slot 1: Health Pill: x2
Scroll Slot 2: Blood Pill: x2
Scroll Slot 3: Soldier Pill: x2
Item Slot 1: Kawarimi Target
Item Slot 2: Sealing Scroll: x3
Item Slot 3: Headset
Item Slot 4:
Item Slot 5:
Unequipped Items
Augment: Blinding Steel
Augment: Jagged
Augment: Razor Strike
Augment: Soul Reap
Augment: Chakra Slicer
Augment: Chakra Drain
Augment: Molten Material
Augment: Penetration
Augment: Dark Matter
Augment: Bond
[/color]
- Just Met
- Hate
- Dislike
- Acquaintance
- Respect
- Friend
- Good Friend
- Best Friend
- Crush
- Family
- Love
Ryusenshi Kensai, Mizunaga Daigo
Yong, ¿Iyo Tsuki?, Hashigaki Shibetsu
Sunaku Gin, Muruyama Kenta, Hatsumoto Muryo, ¿Harumei Shinichi?
Jitsu, Akaguchi Nagataka, Inuzuka Seitoshi, Midori Minato, ★Anbu Lt. Yomoko★, Hayata Shin, Toraono Kume
:Hashigaki Anma, ★Unkai Unjoua★, ¿Suzuka?, Oba Kinnaku
Kurosawa Genkaku
Yuii
Spoiler:
S-Rank Missions:
A-Rank Missions:
B-Rank Missions:
C-Rank Missions:
D-Rank Missions:
Missions Finished:
Missions Failed:
Missions Success:
Percentage:
Number of battles fought in:
Number of battles won:
Number of battles lost:
Number of battles tied:
Completed Classes:
Beating The Odds [Cloud]
I Think It's a Trap [Cloud]
Completed Exams:
AiT - Akuhei's Squad:Genin/AIT [Cloud]
Shuurai Ikazuchi's Chuunin Exam [Cloud]
Anbu Exam
t.1, Pt.2 [Cloud]
The List - Anbu Exam: Part 1, Part 2, Part 3 [Sand]
Completed Missions:
Chinchilla Chasing [D-Rank] [Cloud]
Tree Hugger [D-Rank] [Cloud]
Run Brothers Run: Part 1, Part 2, Part 3, Part 4 [S-Rank] [Sand]
1
0
0
0
2
3
0
3
100%
0
0
0
0
Â
Spoiler:
Quote:
"Curse Seal: Lunar"
[Active: Rank 2]
The Lunar Seal is a seal a curse Seal which focuses the uses chakra and greatly enhances their Art of Ninjutsu. While active, the Lunar Seal broadens the user's chakra control and perception, allowing them genjutsu resistance and precise chakra control, making it so that no chakra is wasted in the process of creation or usage.
Rank 1: Covers the user's body in runic glyphs, giving them -5% chakra cost. +10% Ninjutsu Damage. +2 Ninjutsu accuracy, +2 Ninjutsu Dodge.
Rank 2: Covers the user in a dark aura, giving them -10% chakra cost. +15% Ninjutsu Damage. +3 Ninjutsu accuracy, +3 Ninjutsu Dodge. All Jutsu are "Dark Element" and bypass half of all damage reduction.
Rank 3: Completely alters the user into a totally different figure, giving them -15% chakra cost, +20% Ninjutsu Damage, +4 Ninjutsu Accuracy, and +4 Ninjutsu Dodge. All Jutsu are "Dark Element" and their damage cannot be reduced. These buffs do not count toward the buff cap.
Rank 1 Cost: 1 Ap to Activate/Deactivate, the user loses 1 training roll for each round active.
Rank 2 Cost: 1 Ap to Activate/Deactivate, the user loses 2 training rolls for each round active.
Rank 3 Cost: 1 Ap to Activate/Deactivate, the user loses 3 training rolls for each round active.
Quote:
"Curse Seal: Solar"
[Active: Rank 1]
The Solar Seal is a seal that when activated, greatly enhances the user's natural healing abilities with a surge of chakra. This seal's ability gives the user nearly instantaneous regeneration while activated, bruises, cuts, even broken limbs mending before the eyes of those around them. While this may seem to make the user an unstoppable juggernaut, as with all seals, this increased ability comes with the price of deteriorating the user's life.
Rank 1: Covers the user's body in runic glyphs, giving them +3 Poison Resistance. -5% Damage Taken. User Regenerates 4% Max Hp Per round, and has a 60% chance of reducing bleeding each round, lowering by 5% for each rank after the first until unsuccessful. Called shot penalties have a 50% chance of healing, lowering by 10% for each rank after the first until unsuccessful.
Rank 2: Covers the user in a dark aura, giving them +4 Poison Resistance. -10% Damage Taken. User Regenerates 6% Max Hp Per round, and has a 75% chance of reducing bleeding each round, lowering by 5% for each rank after the first until unsuccessful. Called shot penalties have a 65% chance of healing, lowering by 10% for each rank after the first until unsuccessful. All Jutsu are "Dark Element" and bypass half of all damage reduction.
Rank 3: Completely alters the user into a totally different figure, giving them +5 Poison Resistance. -15% Damage Taken. User Regenerates 8% Max Hp Per round, and has a 90% chance of reducing bleeding each round, lowering by 5% for each rank after the first until unsuccessful. Called shot penalties have a 80% chance of healing, lowering by 10% for each rank after the first until unsuccessful. All Jutsu are "Dark Element" and their damage cannot be reduced. These buffs do not count toward the buff cap.
Rank 1 Cost: 1 Ap to Activate/Deactivate, the user loses 1 training roll for each round active.
Rank 2 Cost: 1 Ap to Activate/Deactivate, the user loses 2 training rolls for each round active.
Rank 3 Cost: 1 Ap to Activate/Deactivate, the user loses 3 training rolls for each round active.
Spoiler:
"Tessuhai's - Transformation"
[Tsukumogami]
A forbidden practice that can only be accomplished through a mutual bond between a shinobi and their weapon. Almost all shinobi use weapons of some sort, and many specialize into a specific kind or even a single weapon. Some even have been known to form such a bond with their weapon, that their weapons seem to take on trait themselves. These are the few Shinobi that have bonded with their weapon to such a degree, that their weapons share much more than a portion of the user's spirit, and the two have been intertwined forever. The Tsukumogami refers to the bond between the Weapon and the wielder, and at times the weapon itself. Weapons strengthened by sharing the user's soul are much more powerful than their soulless counterparts, and are much more than simply tools for fighting.
Prerequisites: 350 Stat Average, 3 Ability Slots, 1,500 Word Rp, 6 Mastered Taijutsu of the chosen Weapon Type.
Effects:
- +1 Augment Slot for their Chosen Weapon. (cannot be the same Augment they already have but can be any type of augment)
- When separated from their weapon, their weapons attacks no longer cost Additional Cp. In addition, their range of separation is now increased to 20 feet, and returning to the users possession no longer requires Ap. Reforming a Broken Link still costs .25 Ap, however.
Special Abilities
[Active]
Myriad Strike
Omni-Flash
Level 6
Mystic Transmutation: Mastered
Level 7
Visceral Rend: Mastered
Level 9
Kindred Fusion: Mastered
Weapon: Giant Sword
~Story of Bond~
-Name-
~EmberWing~