Character Name: Raito Fukkatsu "Akumu"
CA: Pyromaniac
2 - Mantle of Flame (Master)
4 - Warmth
7 - Explosive Chakra
10 - Wildfire
12 - Burning Recoil
14 - Fire Boost (x2)
16 - Flow of Fire
19 - Fire Blast
Weapons
Black Armored Glove - Unarmed
-2 Accuracy, +10% Damage, Can use Hand seals while armed
White Bladed Katana - Slashing
-2 Accuracy, +10% Damage, Causes bleeding
Soul-Trapper Thresh - Offensive Puppet
May Cause Bleeding
Soul-Prayer Ir Yut - Support Puppet
May cause Suppression
Soul-Protector Cypher - Defensive Puppet
+5% Call Shot chance
Ranged Weapon - Golden Thorn (Revolver)
-1 Accuracy, +5% damage
May cause bleeding
Custom Class:
Abilities
Main Branch/ANBU/Med-Nin: Med-nin
IC Rank: Med-nin
Character Age: 17
Gender: Male
Character's Physical Description: Fukkatsu weights 210 pounds, and stands 7'2 feet tall. His skin is pure white, exposing his health condition known as Albinism to whoever looks at him. The underweight titan's eyes are completely teal, except for precise tiny pure white dots, that shine just like his hair. The unique chakra of the Dark Sage makes all extra material that it not needing for average day to day life (with some exceptions) to float. This has caused his hair and robes to float upwards, but they seem to have no effect other then appearance. Fukkatsu's nails are naturally emerald green from his pigment issues, and they grow more edged then round.
Character's Mental Description:
Character History 687 words:
Stats:
Agility: 300/525
Stamina: 335/525
Taijutsu: 200/525
Ninjutsu: 355/525
Genjutsu: 235/525
Chakra Control: 267%/525%
PL: 1692
OOC Rank: A
Justu:
ASP purchases -
41 ASP
Abilities Card
Inventory -
Pyromaniac
[fontsize="12"]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.
Explosive Chakra<i></i> - 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.
Warmth<i></i> - 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.
Hellfire Blaze - Independent Special Move (2 points)
One truly possessed by flames is able to extend their burning soul into their very weapons, shrouding them in a huge mass of flames. This burning passion often engulfs them just as much as any foes, however.
Effect: For two rounds, attacks made with any of the user's weapons are considered Fire Element and have a 10% of "burning" any Hp damage it deals. The user takes 1.5% Max Hp each round this is active, and cannot reactivate it until a full round after it has ended.
Note:</I> The lost HP is considered 'burned' and cannot be recovered during the battle. This applies to the user's HP cost, as well as the weapon (if the chance succeeds).
Direct Conversion<i></i> - 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<i></i> - 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<i></i> - 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.
Flow of Fire<i></i> - 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.
Burning Recoil<i></i> - 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 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 based jutsu, increasing the accuracy by +2, but also taking on +15% backlash damage. This can be done once per round.
Pyrokinetic Touch<i></i> - 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<i></i> - Dependent Special Move (3 points)
Restriction- Must be B-Rank
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 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<i></i> - Boost (1 point)
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 10% more damage, but 5% of the total damage is done to the user.
Mantle of Fire<i></i> - Jutsu (1 point, 1 to rank up)
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 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
Notes:<I> This counts as a Chakra Armor.[/fontsize]
Dark Sage
CA: Pyromaniac
2 - Mantle of Flame (Master)
4 - Warmth
7 - Explosive Chakra
10 - Wildfire
12 - Burning Recoil
14 - Fire Boost (x2)
16 - Flow of Fire
19 - Fire Blast
Weapons
Black Armored Glove - Unarmed
-2 Accuracy, +10% Damage, Can use Hand seals while armed
White Bladed Katana - Slashing
-2 Accuracy, +10% Damage, Causes bleeding
Soul-Trapper Thresh - Offensive Puppet
May Cause Bleeding
Soul-Prayer Ir Yut - Support Puppet
May cause Suppression
Soul-Protector Cypher - Defensive Puppet
+5% Call Shot chance
Ranged Weapon - Golden Thorn (Revolver)
-1 Accuracy, +5% damage
May cause bleeding
Custom Class:
The Snow White Sage - VET said:Code:[u]Class Name[/u] [b]HP:[/b] (65+lvl) x stamina [b]CP:[/b] (40+lvl) x chakra control Class Bonus: Kinjutsu [i]High:[/i] None(s) [i]Average:[/i] Genjutsu Difficulty, Ninjutsu Accuracy, Melee Accuracy, Genjutsu Save, Puppet Dodge [i]Low:[/i] Genjutsu DC, Ranged Accuracy(s)
Abilities
0: Paramedic
0: Shinobi 101 - Ninjutsu - Gravity
1: Kinjutsu
2: Kinjutsu
3: Kinjutsu
4: Summoner - http://www.ninpocho.com/viewtopic.php?f=213&t=4408
5: Super Charge http://www.ninpocho.com/viewtopic.php?f=213&t=5403
6: Jutsu Mastery http://www.ninpocho.com/viewtopic.php?f=213&t=198
7: Hyperactive http://www.ninpocho.com/viewtopic.php?f=213&t=202
8: Jutsu Creator http://www.ninpocho.com/viewtopic.php?f=213&t=199
9: Jutsu Expansion http://www.ninpocho.com/viewtopic.php?f=213&t=10558
10: Fire - Chakra Style http://www.ninpocho.com/viewtopic.php?f=214&t=5375
11: Human Anatomy - http://www.ninpocho.com/viewtopic.php?f=213&t=203
12: Elemental Aura - http://www.ninpocho.com/viewtopic.php?f=213&t=5760
Main Branch/ANBU/Med-Nin: Med-nin
IC Rank: Med-nin
Character Age: 17
Gender: Male
Character's Mental Description:
Fukkatsu has a strange issue where his patience is through the roof, he could wait out a snail crossing past him and still keep his mood happy and up-beat. This stems from his two ways of chakra, he has studied the Other World, and the Med-Nin paths, granting the foreign emotion issue. Fukkatsu enjoys the company of others, and can't feel / doesn't understand most negative emotions. The only negative emotion he understands is fear and pain, but even fear is void to him because of his spiritualist life style. Fukkatsu loves his job, and listening to the life stories of others just gives him untold happiness. However, if he is forced into a battle, he will fight strategically, using his patience to wait out his foe and plot how to win, but he does not enjoy fighting someone personally, unless they go to far. If a foe has tried to cause major amounts of pain to someone Fukkatsu knows or is treating, that is when he brings out his dreaded combo, the "BB", which has not been seen yet.
Character History 687 words:
Kurimuzunzon Fukkatsu was born in Iwagakure, but within the first few years of his birth somehow found himself in a religion that held the old gods above all else. His family known as the "Crimson Zone" or the kurimuzonzōn, because of their unbreakable belief in the Old Gods, were angered by their youngest child's beliefs. Fukkatsu never believed in gods, even at such a young age trying to be taught by the priests in the ways of the Old Gods, nothing stuck. The 4 year old simply laughed on, ignoring their teachings, until one day when he was five, his interest in wounds soar when a student wandered in. He was interested deeply, watching nuns take care of travelers with herbs and medicine if they were hurt, and offer them a home there. There were few who actually joined, but enough that they were a minor clan. The child began to actually study and learn if the studying was from a nun or his mother, and was about subjects that the little child thought were hyper-advanced (Everything but religion and foreign languages).
When the child Fukkatsu grew to the age of 8, he had learned from the nuns all sorts of herbs and medicines, even the popular art of ninjutsu! He proved mastery over the healing hands technique, and studied deeper and deeper into improving himself and assisting others. Some time later he came across a strange genjutsu sealed scroll in their library, called "The Other World", peaking the curious child's interest. Fukkatsu read the scroll, as it flooded his mind with illusions that would expose the world of spirits to him, and teach him the art of Light Ninjutsu. He was blinded by the light for three days, falling down into a coma where the genjutsu did its work. The undead master of the Other World looked at him, and complained that a child was the ninja to find his hidden scroll, and he had to teach him, but he kept his word. Fukkatsu learned from the Master, enhancing his healing capabilities, making his soul purified, and finally be able to use his soul into his attacks, making his chakra pure. Instead of the limits of sleep and exhaustion, in the mind he had a full 72 hours of training, and the knowledge was translated straight into his brain. When he awoke from his coma, his medical ninjutsu was stronger, and he seemed to be happier, more willing to help others, but he still refused to learn the gods, but he would defend them. He wandered around the shrines in the day, healing himself and others, training harder and harder for absolute mastery over the medical discipline, but he was mistaken by a ninja from a traveler. The ninja said that some animals attacked him because of his jutsu miss-firing and burning a mother bear. Fukkatsu went out with him, and he healed not just the ninja, but also the bear, running away in fear as it tried to protect its cubs. The ninja gave him information about the ninja schools, and the medical teachings he could master in further.
From there, he showed interest in joining the ninja academy and learning the "proper" ninjutsu, which tipped the clan off to its breaking point. Fukkatsu was banished from his clan, and forced to go to the ninja school, where the only difference to Fukkatsu is that he simply didn't have a way to go back. He entered into the school, and his major talent for medical ninjutsu within a year got him accepted into the medical branch. The child showed incredible talents for ninjutsu, using much less chakra for skills, almost as if he was something more. The sage from there happily treats his patience in the hospital, and gives them company for both of their benefits. He shows little desire to get any higher rank, but that is only because he would rather get his treatments better, rather then caring about rank. He still has not learned how to use the forbidden jutsu, Malevolent sealing and The summoning, but currently he had no reason to.
When the child Fukkatsu grew to the age of 8, he had learned from the nuns all sorts of herbs and medicines, even the popular art of ninjutsu! He proved mastery over the healing hands technique, and studied deeper and deeper into improving himself and assisting others. Some time later he came across a strange genjutsu sealed scroll in their library, called "The Other World", peaking the curious child's interest. Fukkatsu read the scroll, as it flooded his mind with illusions that would expose the world of spirits to him, and teach him the art of Light Ninjutsu. He was blinded by the light for three days, falling down into a coma where the genjutsu did its work. The undead master of the Other World looked at him, and complained that a child was the ninja to find his hidden scroll, and he had to teach him, but he kept his word. Fukkatsu learned from the Master, enhancing his healing capabilities, making his soul purified, and finally be able to use his soul into his attacks, making his chakra pure. Instead of the limits of sleep and exhaustion, in the mind he had a full 72 hours of training, and the knowledge was translated straight into his brain. When he awoke from his coma, his medical ninjutsu was stronger, and he seemed to be happier, more willing to help others, but he still refused to learn the gods, but he would defend them. He wandered around the shrines in the day, healing himself and others, training harder and harder for absolute mastery over the medical discipline, but he was mistaken by a ninja from a traveler. The ninja said that some animals attacked him because of his jutsu miss-firing and burning a mother bear. Fukkatsu went out with him, and he healed not just the ninja, but also the bear, running away in fear as it tried to protect its cubs. The ninja gave him information about the ninja schools, and the medical teachings he could master in further.
From there, he showed interest in joining the ninja academy and learning the "proper" ninjutsu, which tipped the clan off to its breaking point. Fukkatsu was banished from his clan, and forced to go to the ninja school, where the only difference to Fukkatsu is that he simply didn't have a way to go back. He entered into the school, and his major talent for medical ninjutsu within a year got him accepted into the medical branch. The child showed incredible talents for ninjutsu, using much less chakra for skills, almost as if he was something more. The sage from there happily treats his patience in the hospital, and gives them company for both of their benefits. He shows little desire to get any higher rank, but that is only because he would rather get his treatments better, rather then caring about rank. He still has not learned how to use the forbidden jutsu, Malevolent sealing and The summoning, but currently he had no reason to.
Stats:
Agility: 300/525
Stamina: 335/525
Taijutsu: 200/525
Ninjutsu: 355/525
Genjutsu: 235/525
Chakra Control: 267%/525%
PL: 1692
OOC Rank: A
Justu:
FIRE - E rank
Infernal Ember (Master)
Thermal Maw (Master)
- D Rank
Fireball (Master)
Immolation Armor (Master)
Combustive Seal Master)
- C Rank
Dragon Fire (Master)
Searing Eruption (Master)
Scalding Ash Cloud (Master)
Heat Wave (Master)
- B rank
Infernal Hellfire (Master)
Firestorm (Master)
Spontaneous Combustion (Master)
Ring of Fire (Master)
- A Rank
Dragon Flame Bomb (Master)
Sol Fire Tempest (Master)
Abysmal Harbinger (Master)
Flame Shield (Master)
Kinjutsu: Dark Sage
- C rank
Dead Soul Technique (Master)
- B rank
Resurrection Technique: Corpse Soil (Master)
Reaper Death Seal
Scorn of the Lich (Unable to be mastered)
- A Rank
Curse Sealing (Master)
Malevolent Sealing (Master)
Wind- E rank
Wind Slash (Mastery)
pressure Burst (Mastery)
- D Rank
Whirlwind Spin (Master)
Air Bullet (Master)
Shredding Touch (Master)
- C rank
Wind Scythe (Master)
Tempest (Master)
Gale Force (Master)
Wind Release (Master)
- B rank
Great Wind Scythe (Master)
Wind Scar (Master)
Vacuum Sphere (Master)
Cyclone Movement (Master)
- A Rank
Tatsumaki (Master)
Hurricane (Master)
Ambiance of the Forbidden (Master)
Zephyrs Grace (Master)
Crystal - C Rank
Topaz tempest
Fluorite Spikes
Emerald Emitter
Ruby Rain
Water - E Rank
Pressurized Mist (Master)
Water Gun (Master)
- D Rank
Water Whip (Master)
Aqua Fang (Master)
Rinse Off (Master)
- C rank
Water Prison (Master)
Rain Dance (Master)
Impaling Hydro Jet (Master)
Grand Waterfall (master)
- B Rank
Water Shark Bomb (Master)
Mystical Pond (Master)
Hydro Tidal Shockwave (Master)
Torrential Vortex (Master)
- A Rank
Grand Hydra Excavation (Master)
Water Dragon Bullet (Master)
Scorn of Aquarius (Master)
Supreme Aqua Realm (Master)
Mirror - C rank
Mirror Clone
Reflective Surface
Shattering Shards
Dust - C rank
Dust Cloud (Master)
Molecular Collision (Master)
Particle Accelerator
Dust Clone
- B Rank
Particle Charge
Dust Assimilation
Particle Storm
Neutral - E Rank
Transformation (Master)
Body Switch
- D Rank
Combination Transformation
Crystal Eye
Cancel
Spirit Lantern
Contract Summoning
Medical ninjutsu - D
Mystical Hand (Mastered)
Coagulation (Mastered)
- C
Skeletal Formation
System Restoration (Master)
- B
Mystical Force (Master)
Tranquilize (Master)
- A
Angelic Blessing (Master)
ANBU - D
Mask Summon
- C
Snapshot
Chakra Sense
Taijutsu - E - Unarmed
The One-Two (Mastered)
Low Sweep (Mastered)
Janken (Mastered)
Elemental Stats
Mastered - Water, Wind, Earth, Fire
Half Mastered - Lightning
Advanced Elements - Dust, Crystal, Mirror
Infernal Ember (Master)
Thermal Maw (Master)
- D Rank
Fireball (Master)
Immolation Armor (Master)
Combustive Seal Master)
- C Rank
Dragon Fire (Master)
Searing Eruption (Master)
Scalding Ash Cloud (Master)
Heat Wave (Master)
- B rank
Infernal Hellfire (Master)
Firestorm (Master)
Spontaneous Combustion (Master)
Ring of Fire (Master)
- A Rank
Dragon Flame Bomb (Master)
Sol Fire Tempest (Master)
Abysmal Harbinger (Master)
Flame Shield (Master)
Kinjutsu: Dark Sage
- C rank
Dead Soul Technique (Master)
- B rank
Resurrection Technique: Corpse Soil (Master)
Reaper Death Seal
Scorn of the Lich (Unable to be mastered)
- A Rank
Curse Sealing (Master)
Malevolent Sealing (Master)
Wind- E rank
Wind Slash (Mastery)
pressure Burst (Mastery)
- D Rank
Whirlwind Spin (Master)
Air Bullet (Master)
Shredding Touch (Master)
- C rank
Wind Scythe (Master)
Tempest (Master)
Gale Force (Master)
Wind Release (Master)
- B rank
Great Wind Scythe (Master)
Wind Scar (Master)
Vacuum Sphere (Master)
Cyclone Movement (Master)
- A Rank
Tatsumaki (Master)
Hurricane (Master)
Ambiance of the Forbidden (Master)
Zephyrs Grace (Master)
Crystal - C Rank
Topaz tempest
Fluorite Spikes
Emerald Emitter
Ruby Rain
Water - E Rank
Pressurized Mist (Master)
Water Gun (Master)
- D Rank
Water Whip (Master)
Aqua Fang (Master)
Rinse Off (Master)
- C rank
Water Prison (Master)
Rain Dance (Master)
Impaling Hydro Jet (Master)
Grand Waterfall (master)
- B Rank
Water Shark Bomb (Master)
Mystical Pond (Master)
Hydro Tidal Shockwave (Master)
Torrential Vortex (Master)
- A Rank
Grand Hydra Excavation (Master)
Water Dragon Bullet (Master)
Scorn of Aquarius (Master)
Supreme Aqua Realm (Master)
Mirror - C rank
Mirror Clone
Reflective Surface
Shattering Shards
Dust - C rank
Dust Cloud (Master)
Molecular Collision (Master)
Particle Accelerator
Dust Clone
- B Rank
Particle Charge
Dust Assimilation
Particle Storm
Neutral - E Rank
Transformation (Master)
Body Switch
- D Rank
Combination Transformation
Crystal Eye
Cancel
Spirit Lantern
Contract Summoning
Medical ninjutsu - D
Mystical Hand (Mastered)
Coagulation (Mastered)
- C
Skeletal Formation
System Restoration (Master)
- B
Mystical Force (Master)
Tranquilize (Master)
- A
Angelic Blessing (Master)
ANBU - D
Mask Summon
- C
Snapshot
Chakra Sense
Taijutsu - E - Unarmed
The One-Two (Mastered)
Low Sweep (Mastered)
Janken (Mastered)
Elemental Stats
Mastered - Water, Wind, Earth, Fire
Half Mastered - Lightning
Advanced Elements - Dust, Crystal, Mirror
41 ASP
Abilities Card
Inventory -
Sealing Scroll Alpha
- Soul-Trapper Thresh - Offensive Puppet
- Soul-Prayer Ir Yut - Support Puppet
- Soul-Protector Cypher - Defensive Puppet
Sealing Scroll Kappa
- 3 Energy Drinks http://www.ninpocho.com/viewtopic.php?f=356&t=638
- 3 Energy Drinks
- 3 Energy Drinks
Sealing Scroll Omnicron
- 3 Healing Pills
- 3 Healing Pills http://www.ninpocho.com/viewtopic.php?f=356&t=634
- 3 Healing Pills
Sealing Scroll Lambda
- Headset http://www.ninpocho.com/viewtopic.php?f=356&t=635
- 2 Stun Grenades http://www.ninpocho.com/viewtopic.php?f=356&t=618
- 2 Splints http://www.ninpocho.com/viewtopic.php?f=356&t=619
Sealing Scroll Espilon
- Kawarimi Target http://www.ninpocho.com/viewtopic.php?f=356&t=633
- Metabolic Stimulant http://www.ninpocho.com/viewtopic.php?f=356&t=631
- 2 Oil Flasks http://www.ninpocho.com/viewtopic.php?f=356&t=629
- Soul-Trapper Thresh - Offensive Puppet
- Soul-Prayer Ir Yut - Support Puppet
- Soul-Protector Cypher - Defensive Puppet
Sealing Scroll Kappa
- 3 Energy Drinks http://www.ninpocho.com/viewtopic.php?f=356&t=638
- 3 Energy Drinks
- 3 Energy Drinks
Sealing Scroll Omnicron
- 3 Healing Pills
- 3 Healing Pills http://www.ninpocho.com/viewtopic.php?f=356&t=634
- 3 Healing Pills
Sealing Scroll Lambda
- Headset http://www.ninpocho.com/viewtopic.php?f=356&t=635
- 2 Stun Grenades http://www.ninpocho.com/viewtopic.php?f=356&t=618
- 2 Splints http://www.ninpocho.com/viewtopic.php?f=356&t=619
Sealing Scroll Espilon
- Kawarimi Target http://www.ninpocho.com/viewtopic.php?f=356&t=633
- Metabolic Stimulant http://www.ninpocho.com/viewtopic.php?f=356&t=631
- 2 Oil Flasks http://www.ninpocho.com/viewtopic.php?f=356&t=629
Pyromaniac
[fontsize="12"]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.
Explosive Chakra<i></i> - 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.
Warmth<i></i> - 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.
Hellfire Blaze - Independent Special Move (2 points)
One truly possessed by flames is able to extend their burning soul into their very weapons, shrouding them in a huge mass of flames. This burning passion often engulfs them just as much as any foes, however.
Effect: For two rounds, attacks made with any of the user's weapons are considered Fire Element and have a 10% of "burning" any Hp damage it deals. The user takes 1.5% Max Hp each round this is active, and cannot reactivate it until a full round after it has ended.
Note:</I> The lost HP is considered 'burned' and cannot be recovered during the battle. This applies to the user's HP cost, as well as the weapon (if the chance succeeds).
Direct Conversion<i></i> - 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<i></i> - 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<i></i> - 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.
Flow of Fire<i></i> - 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.
Burning Recoil<i></i> - 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 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 based jutsu, increasing the accuracy by +2, but also taking on +15% backlash damage. This can be done once per round.
Pyrokinetic Touch<i></i> - 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<i></i> - Dependent Special Move (3 points)
Restriction- Must be B-Rank
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 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<i></i> - Boost (1 point)
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 10% more damage, but 5% of the total damage is done to the user.
Mantle of Fire<i></i> - Jutsu (1 point, 1 to rank up)
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 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
Notes:<I> This counts as a Chakra Armor.[/fontsize]
Dark Sage
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The art of Ninjutsu is a fascinating one, seeming to stretch infinitely with limitless possibilities. Abilities, Elements, and even secret techniques earned only through Blood, there are those who become so obsessive over the Ninja arts, that they devote themselves mind and soul into the never ending quest to master every technique. Nothing can stop the ambition of these Shinobi, going so far to discover the secrets of the world that they find the most inhumane techniques regardless of whether it is forbidden to study. Those with such an obsession to more Dark Arts tend to take on a more sinister appearance, their skin turning a Deathly pale white. Though appearing sickly, one should never underestimate a Dark Sage, for their affinity to all kinds of Jutsu is powerful, and in their search for Jutsu they possess what many would consider other-worldly abilities.
Prerequisites: Kinjutsu Application, 3 Ability Slots, B Rank
Effects:
- Because of their incredible affinity and mastery over all types of Jutsu, All techniques cost -10% Cp.
- The Dark Sage gains +2 Ninjutsu Accuracy
- The Dark Sage possesses the knowledge of more darker seals and can further understand their capabilities, enabling them to master the Curse Sealing Jutsu, and no longer requiring them to sacrifice 35 Advanced Shop points in order to scribe a seal upon others. However, they may only scribe one Curse Seal per week.
- All Curse Seals Scribed by the Dark Sage place less strain on the hosts upon scribing. Instead of losing 70 Advanced Shop points, the receiver only loses 35 Advanced Shop points. This also applies if the Dark Sage scribes themselves.
[fontsize="12"]Dead Soul Technique - C-Rank Ninjutsu
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A dark jutsu that imitates the effects of revival, using this jutsu, a person can temporarily reanimate a corpse, creating the illusion of a living person. This is achieved by infusing their chakra into a corpse, causing the heart to beat once more while simultaneously allowing the user to control the corpse. However, this technique merely animates the body to an imitation of life, without a soul or mind, it is essentially a mindless dummy that serves as a sort of puppet to be manipulated by the user. The reanimated corpse can serve as either a short-time ally or an effective decoy in the right hands, though because of atrophy, these Zombies will always be slower and weaker than their previous forms in life. These corpses are stored in summoning scrolls for use, as generally there are not corpses laying around for public use.
Information
Prerequisites
Dark Sage, C-Rank, a Corpse stored in a summoning Scroll.
Rank 1: Reanimates a body at -6 of the User's Secondaries. Has 2970 Hp.
Mastered: Reanimates a body at -5 of the User's Secondaries. Has 3710 Hp.
Note:
- Corpses are stored in summoning scrolls, and are Treated as a "Medium" Slot.
- User can only summon one corpse at a time. This lasts until it is destroyed, or the user no longer maintains the jutsu.
- If used on the body of a Dead PC, they gain +3 Secondaries compared to normal rank due to the body not being decomposed. This only applies to the battle the PC died in.
- The corpse has 2 Ap, and may only do basic attacks, or E-Rank Taijutsu at Rank 1.
- The corpse may be summoned equipped with one Weapon with the user's choice of damage type, weapon accuracy and base damage bonus. Damage cannot be buffed in any way. This weapon does not have special effects, and is destroyed upon the end of this jutsu.
Rank 1 Cost: 500 Cp, 240 Cp/rnd
Mastered Cost: 620 Cp, 295 Cp/rnd[/fontsize]
[fontsize="12"]Resurrection Technique: Corpse Soil - B-Rank Ninjutsu
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A sinister jutsu that seemingly summons an endless amount of corpses from the ground, each one clawing its way to the surface were they begin to mindlessly attempt to surround an opponent. In all actuality, the user creates gruesome corpses out of minerals within the ground in a sort of reverse-decomposition, using their Dead Soul technique upon a large scale that essentially gives them an army at their command. However, due to being created freshly, each corpse is significantly weaker, slower, less agile and much more fragile than usual despite their more zombie-like appearance. Unlike before, they simply rise again once slain due to the minerals within the ground replenishing their wounds, trapping the user's victim's in a undead reality.
Information
Prerequisites
Dark Sage, B-Rank
Rank 1: Creates 8 Corpses at the user's Command. Each has -6 of the user's secondaries, 690 Hp and 1 Ap. Attacks deal 200 damage per strike at .5 Ap. Only 13 Strikes may hit a single target per round.
Master Rank: Creates 10 Corpses at the user's Command. Each has -5 of the user's secondaries, 660 Hp and 1 Ap. Attacks deal 200 Damage per strike at .5 Ap. Only 15 strikes may hit a single target per round.
Note:
- Attacks use Melee Accuracy.
- When destroyed, corpses are revived at the start of the following round.
- Lasts until the user no longer maintains the jutsu, or if they take damage equal to 25% of their Max Hp in one round.
- Damage done by the corpses cannot be buffed.
- Corpses cannot use any jutsu, though may attempt to grab an opponent giving the victim -2 Dodge, with an additional -1 for each corpse after the first. Up to four corpses may hold a target at once.
Rank 1 Cost: 1100 Cp, 525 Cp/rnd
Mastered Cost: 1320 Cp, 630 Cp/rnd[/fontsize]
[fontsize="12"]Reaper Death Seal - B-Rank Ninjutsu
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A fearsome and forbidden technique that is said to have been forgotten through the age's, few are aware of the existence of this technique...and fewer possess the courage to perform this jutsu. This jutsu creates a seal which summons a shinigami to drag the target's soul to the depths of hell, where they are damned to an eternity of battle with the user. However, this jutsu is forbidden for a reason, for when one person is cursed, two people are damned, and the Shinigami will extract the same amount of lifeforce from the user as payment. As such, unless the user has a death wish, this technique is rarely used to it's full potential.
Information
Prerequisites
Dark Sage, B-Rank
Rank 1: The user is able to link the seal to a target at -3 Melee Accuracy. During this time, both the user and the victim take -4 Dodge, their souls linked by a Shinigami. Both the user and the victim take 2300 Damage upon use, and at the start of every round.
Master Rank: The user is able to link the seal to a target at -2 Melee Accuracy. During this time, both the user and the victim take -5 Dodge, their soul's linked by a Shinigami. Both the user and the victim take 2750 Damage upon use, and at the start of every round.
Notes:
- After successfully being used, every round the victim must make a Nin Check against the user's Ninjutsu. For every 40 Stat average the user has over the target, they gain +1, up to +3. For every 40 the target has over the user, they gain +1, up to +3.
- Neither the user nor the victim may make any other action while this jutsu is maintained. Neither may recover Hp while this technique is in effect.
- This damage Cannot be reduced or increased in ANY way. All HP lost by this technique cannot be regained in ANY way for the remainder of the battle.
- Should the user take damage equal to 30% their Max HP during the round, not including damage one by this technique, this technique is dispersed.
- If the target is harmed while bound by this technique, the user take's damage as well, after which this technique is dispersed.
- This technique lasts up to two rounds and requires a one full round cooldown after the technique expires before it can be attempted again.
Rank 1 Cost: 840 CP, 420 CP per round maintained.
Master Rank Cost: 1010 CP, 505 CP per round maintained.[/fontsize]
[fontsize="12"]Malevolent Sealing - A-Rank Ninjutsu
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A forbidden technique that places a terrible seal on another or even the user. Often compared to the Curse Seals, these variants are by far much more dangerous and life threatening, the user's chakra merging with that of the victim, altering their bodies or Chakra system to forcibly release the limits on their physical body. These seals are fueled by rage and hate, and when active explode in a burst of sheer power that is seen as demonic. However, there is no turning back once either of these dark seals have been scribed; The afflicted will never again return to their normal life, their seal seeking it's roots deep within their body and slowly rotting their body away until their inevitable death.
Prerequisites: Dark Sage, Curse Sealing, A-Rank
Rank 1: Allows the Dark Sage to scribe the Chaos Seal and/or Berserk Seal upon a target at -3 Accuracy.
Rank 2: Allows the Dark Sage to scribe the Chaos Seal and/or Berserk Seal upon a target at -2 Accuracy.
Special Action: Malevolent Grace The user may attempt to remove a Chaos or Berserk Seal from themselves or an ally. This requires a contested Ninjutsu check against the participant who placed the Seal initially. This may be done reflexively.
Rank 1 Cost: 2420 CP
Rank 2 Cost: 3025 CP
Notes:
- This uses Melee Accuracy
- May only Scribe one seal at a time. (I.E. Cannot scribe both seals at the same time)[/fontsize]
[fontsize="12"]Scorn of the Lich - Dependent Special Move
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As masters of the undead and ninjutsu, Dark Sages are able to imbue the quality of death into their ninjutsu attacks. These new attacks are able to rot the very flesh off of their foes, creating intense pain and destabilization. These poisonous attacks render most other poisons obsolete, as they overwhelm the body and attack even those. Victims who fall under these attacks often describe them as some of the most painful moments of their life.
Information
Prerequisites
Dark Sage, B-Rank
Effect: The user may pay increased CP Costs when using a Ninjutsu to replace the Secondary Effect with one of the following:
Gangrene: By paying +20% CP the user may replace their Ninjutsu's Secondary effect with Gangrene. The target takes +1% Max HP/CP Damage. This caps at +4%. This lasts up to three rounds and adding another stack of Gangrene does not reset the round timer.
Necrosis: By paying +30% CP the user may replace their Ninjutsu's Secondary effect with Necrosis. The target takes -3 Secondaries and is treated as having a +10% Chance to increase bleeding. This lasts for two rounds.
Notes:
- Only one of these effects may be applied to a target at once.
- Gangrene and Necrosis may overwrite eachother's effects
- When applied to a target this takes up the Injury/Consumed Poison Slots
- Injury/Consumed Poisons cannot overwrite these effects
- C-Rank and above jutsu gain +5% Chance per their rank. (C/B/A - +5% / +10% / +15%)
- May only be used on offensive ninjutsu.
- B and A Rank Medical Jutsu have a 55% chance of healing Gangrene and a 45% chance of healing Necrosis.[/fontsize]
[fontsize="12"]Summoning: Impure World Resurrection - S-Rank Ninjutsu
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A forbidden Jutsu that is able to forcibly revive the dead for the user's own ambitions. Time consuming and costly, this kinjutsu is first prepared by the subject's essence being sealed within the user for an indefinite time until needed. This essence is believed to be part of the deceased's soul, forever binding them to the corrupted sage, however in actuality it is more closely linked to chakra. From that point on, the user is able to use this essence as a foundation for recreating or summoning the spirit and recreating it's physical body, complete with nearly every ability possessed by the original in life. However, the cost for such a technique is a significant part of the user's own life force, a price the user must pay in return for pulling the deceased's soul back into the world, and forcibly controlling their mind.
Information
Prerequisites
Dark Sage, S-Rank, Resurrection Technique: Corpse Soil Mastered
Master Rank: The user is able to absorb the energy of a target, linking their soul to the user and allowing them to later summon this spirit complete with a body. This can only be done through a 1,500 word rp. This Rp must have council approval, and the user chooses the body's Jutsu, abilities, class and BL/CA at the time of creation. This Rp may only be done once every OOC month. The user may only have up to three spirit's linked to them, though may only summon one per battle. When killed, the link between the user and the soul is dispersed, and the user must reuse this technique again to either reconnect the link or bind a new spirit to themselves.
Cost: 4.5 Ap, 4320 Cp, 2160 Hp
Notes:
- This technique is a Creation jutsu.
- Can only summon one body per battle.
- The corpse cannot take any action the round it is summoned.
- This corpse can not have any Curse Seals in any shape or form.
- Can only retain three bodies at a time, and once one body dies (not KO'ed, but dies) it is destroyed.
- One the user is KO'ed, the body is removed from the field.
- The body possesses stats equal to 75% of the user's, and has 4 Ap.
- A body may have a full Bl or a CA with 20 points. Additionally, they have a class without any bonuses, with 1 secondary stat in High, and two in low. This class has 50 mod points to be distributed between Hp and Cp Mods, however neither can go below 20.
- The body has 7 ability slots. They cannot have Kinjutsu.
- A body may have up to 70 points worth of Jutsu. For each level a jutsu is scaling from levels E/D/C/B, it costs 1 point, while A level Jutsu cost 7 points. In addition, each rank costs an additional point. A mastered B level Jutsu would cost 7 points, while a mastered A Level would cost 8 for example. Chosen jutsu must be in the user's inventory, but do not have to be mastered by the user. Any "Mastered jutsu" prerequisites do not apply to the body.
- An IWR body may only access a single Advanced Element. The IWR body is considered to have a Major Affinity to this element's major element, and a minor affinity to its minor. Additionally, any "Mastered jutsu" prerequisites do not apply to the body.
- The IWR may be created with one Weapon with the user's choice of damage type, weapon accuracy and base damage bonus, with no augments whatsoever.
- The user may share the contents of his inventory (weapons included) with his IWR for as long as the IWR stays on the battlefield, same usage restrictions apply for IWR though.
- When using this Jutsu, the user loses -4 dodge (at the start of the jutsu) for the remainder of the round.
- If the user takes damage equal to 30% of their max HP during the summoning, the jutsu fails, however the user may try to use it again.
- This summon follows normal jutsu limits, and does not allow the user to bypass the Clone Limit, Stack multiple Barriers of the same jutsu, etc. This Summon may body switch independent of the user's limits, however.[/fontsize]