Core Ability:
Ashenheart
Points: 19/20
Power Level: 1710
[Buying x3]
Blaze - Passive (1 point)
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.
[Buying x3]
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.
[Buying x2]
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
[Buying x2]
Fire Blessing - Jutsu Modification (2 points)
Restriction- Requires
Immolation Armor
While overheating from exerting onesself is hardly unheard of, the Ashenheart thrive off this; throughout battle their bodies not only generate heat endlessly, but their very bodies may begin to erupt in flame!
Effect: 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.
[Buying x2]
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).
[Buying x2]
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.
[Buying x2]
Agni Kai - Fire Ninjutsu (1 point, 1 to rank up)
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
[Total: 16/19 spent]