Stats
HP: 13500
CP: 23375
315/525 Agility
300/525 Stamina
425/525 Chakra Control
425/525 Ninjutsu
224/525 Genjutsu
225/525 Taijutsu
Level 8
1914 Power Level
319 Avg Stat
Class: Fire Style - Hell Torrent Martial Arts
HP: 40 + 5 x Stamina
CP: 50 + 5 x Chakra Control
Class Feature: Kinjutsu
High- Ninjutsu Accuracy,
Medium- Evasion, Genjutsu Save
Low- Melee Accuracy, Genjutsu DC
Jutsus
Non-Elemental Jutsu
Fire Element Jutsu
HP: 13500
CP: 23375
315/525 Agility
300/525 Stamina
425/525 Chakra Control
425/525 Ninjutsu
224/525 Genjutsu
225/525 Taijutsu
Level 8
1914 Power Level
319 Avg Stat
Class: Fire Style - Hell Torrent Martial Arts
HP: 40 + 5 x Stamina
CP: 50 + 5 x Chakra Control
Class Feature: Kinjutsu
High- Ninjutsu Accuracy,
Medium- Evasion, Genjutsu Save
Low- Melee Accuracy, Genjutsu DC
Jutsus
Non-Elemental Jutsu
E-Rank Jutsu
Body Switch - Mastered
A basic skill involving quickly switching the body with another plant, animal or inanimate object. This is used to confuse the opponent momentarily and create an opportunity to attack or possibly escape.
Information
Prerequisites: E-rank
Rank 1: The user may body switch against level E-C Jutsu.
Master: The user may body switch against level E-B Jutsu.
Special Action: The user may attempt to Body switch with an enemies clone. This requires the user to make a melee check against the clone.
Cost: Cost of Jutsu dodged +20% Cp.
Notes:
- May only be used once per round, and requires a full round of cool down before it may be used again.
- This can be used against basic strikes.
- Cannot be done in the same round as any other 'Body Switch' type techniques.
- Does not require handseals and may be used reflexively.
- Cannot be used on Genjutsu, while bound, or against successful sneak attacks.
- The user must have a Kawarimi Target in their inventory or active clones on the field.
- This auto-dodges only a single action. If the action was a multi-hit, all hits would be avoided.
- During the cooldown time for this jutsu, the user suffer's a -3 dodge penalty.
Body Switch - Mastered
A basic skill involving quickly switching the body with another plant, animal or inanimate object. This is used to confuse the opponent momentarily and create an opportunity to attack or possibly escape.
Information
Prerequisites: E-rank
Rank 1: The user may body switch against level E-C Jutsu.
Master: The user may body switch against level E-B Jutsu.
Special Action: The user may attempt to Body switch with an enemies clone. This requires the user to make a melee check against the clone.
Cost: Cost of Jutsu dodged +20% Cp.
Notes:
- May only be used once per round, and requires a full round of cool down before it may be used again.
- This can be used against basic strikes.
- Cannot be done in the same round as any other 'Body Switch' type techniques.
- Does not require handseals and may be used reflexively.
- Cannot be used on Genjutsu, while bound, or against successful sneak attacks.
- The user must have a Kawarimi Target in their inventory or active clones on the field.
- This auto-dodges only a single action. If the action was a multi-hit, all hits would be avoided.
- During the cooldown time for this jutsu, the user suffer's a -3 dodge penalty.
E-Rank Jutsu
Infernal Ember - Mastered
A jutsu that allows the user to create a small flame, throwing it at a target. When launched, this flame burst into a shower of small sparks that burn the victim.
Information
Prerequisites: E-rank
Master: Creates a burst of embers, striking three times each at 120 damage and -1 accuracy.
Special Action: Can be thrown using Ranged Accuracy by paying +10% Cp.
Master Cost: 120 Cp to initiate
Notes:
- If at least two hit, the target is 'burned'.
- The 'Burn' effect causes the target to take +5% damage for a full round. 'Burn' stacks up to three times.
Thermal Maw - Mastered
A jutsu that allows the user to exhale their breath in the form of a small burst of fire. Though small, this jutsu is easily performed by simply inhaling and exhaling chakra infused breath.
Information
Prerequisites: E Rank
Master: Exhales a small fire breath that deals 335 damage.
Special Action: By paying +20% Cp, the user may reduce the timing of this attack to .5 Ap (Ap cost remains unchanged).
Master Cost: 100 Cp to initiate
D-Rank Jutsu
Fireball - Mastered
A standard fire technique that involves manipulating chakra into a concentrated ball of flame, before launching it towards a target in a burst of flames. This technique has many variations, such as directly exhaling the fireball or creating it within the palm of the user's hand.
Information
Prerequisites: D Rank
Master: Shoots a fireball that explodes dealing 900 damage with a 16% chance of causing the 'sear' effect.
Special Action - Grand Fireball: By paying +20% Cp, the user may increase the radius of the explosion to effect +1 target. However, this technique only deals 80% of the damage.
Special Action - Blazing Flare: By paying +10% Cp and lowering Accuracy by -1, the user may create a stronger and larger flame. This deals +5% base damage, grants +4% 'Sear' chance. May stack twice.
Special Action - Mythical Phoenix Fire: By paying +10% Cp, the user may divide this attack into up to 5 smaller bursts of flame. 90% of the base damage is divided equally into however many bursts of flame are created, and each is made at +2 Accuracy. Base sear chance is increased by +4% and then divided equally.
Master Cost: 300 Cp
Notes:
- When 'Seared' the target has a 10% chance of taking critical damage to the next attack to hit them. If this is not successful, then they only take +10% damage from the attack. This does not stack.
Immolation Armor - Mastered
A jutsu that rapidly heats the users body, raising their body heat to high, feverish extremes. This technique allows the user to use their body heat as a medium when manipulating flames, allowing them to create incinerating techniques without much stress, and at the same time giving them a natural edge against the cold.
Information
Prerequisites: D-rank
Master: Heats the users body, causing all melee attacks against the user to deal 10% backlash damage to the attacker. Additionally, all melee contact with the user has a 12% chance of causing the Burn effect.
Special Action - Burnout: While active, the user may pay the maintain cost with their HP to forcibly end this technique in a single burst of flames emitted from the users body. If used while bound this floods the body with heat and counts as an escape attempt with x2.5 of the escape chance. This Jutsu cannot be recast for a full round.
Master Cost: 330 Cp, 170 Cp/rnd
Notes:
- This jutsu is a Chakra Armor.
- Melee contact is any action using melee accuracy against or by the user. Attacks with multiple strikes can cause backlash multiple times.
- Ice damage does not deal backlash damage, however, is reduced by -10% damage against the user.
- The Burn effect causes the target to take +5% damage for a full round. Burn stacks up to three times. Multi-Hit attacks may only cause the Burn effect once per use.
Combustive Seal - Mastered
A jutsu which allows the user to scribe a seal capable of holding fiery chakra, this allows a user to set up traps by storing their flames for later use. Once stored, this seal fades from the view of normal eyesight, detonating when a source of chakra other than the user comes nearby or if the user chooses to release the seal. This technique is akin to an Exploding Note.
Information
Prerequisites: D-rank
Master: Allows the user to scribe a seal imbued with a Fire jutsu. Each action performed by others in battle have a 16% chance of setting it off. This has a 60% chance of being a sneak attack.
Special Action - Release: While a seal is active, the user may pay half the Cp cost and .5 Ap to detonate the seal. Doing loses the normal Sneak Attack bonus, and instead the 'Chance to set off' the seal becomes a 'chance to be a sneak attack'. This may be used reflexively.
Special Action - Charge: Upon initiation, the user may choose to seal an additional Fire Jutsu into the trap. However, this lowers it's chance of setting off by -4%. The user pays all costs normally, including the increased Ap.
Cost: Increases the seal Jutsu's Ap cost by +.5 and Cp cost by +30%.
Notes:
- May only have one Trap active at once, and lasts up to two rounds.
- This jutsu may effect anyone other than the user.
- This may only store Fire jutsu level C and below.
- Upon use, user spends the Ap (Including timing) and Cp for each jutsu stored into the trap.
- This jutsu may not be absorbed, sealed, stored, reflected, etc.
C-Rank Jutsu
Dragon Fire - Mastered
Like most fire techniques, this one involves inhaling a breath of air, infusing it with heated chakra before exhaling an ignited burst of flames. This jutsu allows the user to blow a stream of raging fire that appears like a flamethrower, or the breath of a dragon.
Information
Prerequisites: C Rank
Master: Exhales a flamethrower dealing 1770 damage at -1 accuracy. The flames have a 24% chance to set the target 'afire'.
Special Action - Mythical Wildfire: By paying .5 Ap and the maintain cost, the user may maintain this technique as a flamethrower. This deals 30% of the damage at +2 Accuracy with -6% chance of setting the target 'afire'. This may target a different target if the user wishes, or the same one. This may be done up to three times per Jutsu use.
Master Cost: 625 Cp. 205 Cp per Special Action.
Notes:
- Setting the target 'Afire' automatically deals damage equal to 30% of the jutsu's strength at the start of each round after the initial use, this amount is doubled if it effects barriers or clones of any kind. This effect lasts two rounds, does not stack, and is overwritten when the victim is set afire by a stronger Jutsu.
- If set afire by the special action, the damage is based off of the Jutsu's initial use; not the lowered maintained damage.
- If afire, the flames are dispersed if the victim spend .5 Ap to put out the flames, or is hit by a level D+ Water jutsu.
Searing Eruption - Mastered
A fire technique that channels the users chakra within the ground, rapidly heating the area beneath a target into a fiery geyser of bright flames. Though a more aware victim may notice the initial heating of the ground, this technique can just as easily catch others unaware.
Information
Prerequisites: C Rank
Master: Creates an eruption of flames from beneath the target that deals 1685 damage. This technique has a 18% chance of being sneak attack.
Special Action - Firewall: By paying +20% Cp, the user can condense the chakra into their palm rather than the ground. This allows them to create and throw a wall of flames that deals 90% of the damage at +2 Accuracy. This has no chance of being a sneak attack, but conceals the user's movement to give them +2 Dodge until their next action.
Master Cost: 560 CP to initiate
Notes:
- If the sneak attack percentage chance succeeds, the target is also suppressed.
Scalding Ash Cloud - Mastered
A dangerous technique that allows the user to exhale a dark gray cloud of ash that covers a wide area. This smoke is superheated through chakra, and can easily sear the flesh of those caught within with third degree burns. This Jutsu burns all those within while shrouding the area with dark ash that prevents all vision. This cloud lasts a short time before losing its heat however, but can be detonated into a fiery inferno.
Information
Prerequisites: C rank
Master: The user spews a cloud of scorching ash around two targets, dealing 1200 damage at +1 Accuracy per round. While within the cloud, all attacks made against them have a 18% chance of dealing +10% Damage.
Special Action: By spending 1 Ap and the initiation Cp cost, the user can detonate the Ash Cloud to inflict damage once more. Doing so dispels this jutsu.
Master Cost: 505 Cp, 250 Cp/rnd
Notes:
- The cloud lasts 2 rounds, and requires a Nin check the round maintained.
- This technique also functions as a smoke screen, giving -2 Accuracy to all attacks passing through the cloud (Attacks used by the victims or aimed at them), unless they are Level B+ AoE.
- This may be dispelled by a lvl B+ Wind Jutsu.
Heat Wave - Mastered
A technique that allows the user to emit chakra in a steady wave, or aura, heating the environment around them. The heat emitted causes the very air around to becomes distorted with heat waves, strengthening the effects of fire and evaporating nearby sources of water.
Information
Prerequisites: C-rank
Master: The user emits waves of heat that giving all Fire-based Ninjutsu -10% chakra cost and +8% chance of activating secondary effects. Water-based Jutsu cost +15% Cp and have a 24% chance of dealing -10% base damage.
Master Cost: 560 CP, 380 Cp/Rnd.
Notes:
- Lasts up to three rounds.
- This applies to the user, and any Fire/Water based attacks directed at the user.
- These effects apply not only to the base elements, but to any advanced element with the specific element as a Major. Blood jutsu would be treated as water, while Plasma would be treated as Fire.
- The Fire effects only apply to Ninjutsu; however the water debuffs may apply to any water based damage including weapons dealing elemental damage.
- This Jutsu is negated while Rain Dance is active.
B-Rank Jutsu
Infernal Hellfire - Mastered
A powerful technique that coats an arm of the user with intense flames, this jutsu is used to directly strike a target physically. The flames produced by this technique are wild and nearly untamed, and melt through many surfaces like a blowtorch. Upon contact with the target, the flames shoot off from the arm of the user and transfer to the point of contact in a fiery blast. Trained users can even control the chakra to have a delayed effect.
Information
Prerequisites: B-rank, 4 Mastered Fire Jutsu, 2 Mastered Unarmed
Master: Creates a coat of flames around the users arm, which deals 2250 damage at +2 Accuracy. This has a 21% chance of inflicting both the 'Burn' and 'Sear' effects.
Special Action - Hellfire Blast: By lowering the secondary effects chance of activating by -7%, the user may choose to lower this Jutsu's base damage by up to 50% and seal this reduced damage within the target upon the initial strike. At the end of the round, 80% of the sealed damage then erupts in a burst of flames to damage the victim and +1 target. This has a the same chance to inflict the burn and sear effects.
Special Action: The user may sacrifice either the 'Burn' or 'Sear' chance, in order to increase the other by +7%.
Master Cost: 730 Cp to initiate
Notes:
- Uses Melee Accuracy for the initial strike, and Ninjutsu for the Hellfire Blast special action.
- The Special Action damage is done automatically to the initial target.
- Both Burn and searing have separate chances of being inflicted.
- The 'Burn' effect causes the target to take +5% damage for a full round. 'Burn' stacks up to three times.
- When 'Seared' the target has a 10% chance of taking critical damage to the next attack to hit them. If this is not successful, then they only take +10% damage from the attack. This does not stack.
Firestorm - Mastered
A powerful ninjutsu that rapidly heats the area with the users chakra, igniting the very air itself to carpet bomb an area with a flaming shower of fireballs.
Information
Prerequisites: B-rank, 4 Mastered Fire Jutsu
Master: Creates a shower flames which rain down upon an area, dealing 600 damage at +2 accuracy to 2 targets. Each check has a 11% chance of setting the target 'afire' and a 9% chance of causing the 'burn' effect.
Special Action - Searing Shower: By paying +20% Cp, the user may replace the chance of setting things 'afire' with a chance to disperse clones. This does not stack with any other clone-dispersing effects.
Special Action: By paying +20% Cp and lowering accuracy by -2 and damage by -10%, this jutsu may target +1 target. This may be done twice.
Mastered Cost: 730 Cp to initiate
Notes:
- All effected make checks against the rain 4 times, but can only be hit a maximum of 3 times per target.
- Setting the target 'Afire' automatically deals damage equal to 30% of the jutsu's strength at the start of each round after the initial use, this amount is doubled if it effects barriers or clones of any kind. This effect lasts two rounds, does not stack, and is overwritten when the victim is set afire by a stronger Jutsu.
- The 'Burn' effect causes the target to take +5% damage for a full round. 'Burn' stacks up to three times, and may only be inflicted once per use.
- If afire, the flames are dispersed if the victim spend 1 Ap to put out the flames, or is hit by a level C+ Water jutsu.
Spontaneous Combustion - Mastered
A technique where the user instantly heats the air through chakra to produce an immediate torrent of flames. These flames set all they touch ablaze with fire whether it be friend, foe, or even the user.
Information
Prerequisites: B-rank, 4 Mastered Fire Jutsu
Master: Sets a target ablaze with flames at +1 Accuracy, causing them to lose -2 Accuracy and take 3.5% Max Hp damage each round. This has a 21% chance to spread to any who make melee contact with the victim.
Master Cost: 450 Cp to initiate
Notes:
- This technique does not count as a jutsu that 'sets a target afire', and does not receive buffs to that type of effect.
- All set afire by this technique automatically take damage for three rounds or until the flames are put out. This amount is tripled if it effects barriers or clones of any kind.
- This has a chance to spread to any target who make 'melee contact', this counts as any action that uses melee accuracy used against or by the enflamed target.
- This may only effect a target once per use; it cannot spread to another then back to the original victim.
- This jutsu may be put out for 1.5 Ap or a Level C+ Water jutsu used against the victim disperses this jutsu.
A-Rank Jutsu
Dragon Flame Bomb - Mastered
A technique which kneads chakra into the form of a flowing, oriental-style dragon created entirly of flames. This technique is constantly fueled by the user's fire breath, meaning as long as the user continued to fuel this technique the dragon will continue to exist until it catches up with the target...Or the user takes a breath.
Information
Prerequisites: A-rank, 7 Mastered Fire Jutsu, Dragon Fire Mastered
Mastered Rank: Creates a torrent of flames in the shape of a dragon that strikes and bursts into an explosion of flames, dealing 5500 damage with a 44% chance of setting the target afire.
Special Action - Fire Dragon Devastation: The user may maintain this technique by paying 1 Ap and the maintain cost, granting this jutsu another chance to hit the original target or a new one. This may only be done when performing this technique normally, and only if the initial strike misses. This lowers the base damage by -20% and chance of setting afire by -8%. This is modded immediately after the initial use, and may be done up to three times per cast.
Special Action - Great Dragon Fire: By paying +20% Cp, the user may divide the attack into 4 large balls of fire in the shape of dragon heads. Each deals 30% of the damage, and have a 14%/17% chance of setting the target afire. Only 3 may hit.
Special Action - Dragon Hydra: By paying +20% Cp, the user may create a flame dragon with multiple heads. This allows this jutsu to strike up to three targets, however inflicts 90% of the damage at -2.5 Accuracy due to the difficulty of controlling the jutsu.
Rank 2 Cost: 2750 Cp. 1380 Cp per maintain use.
Notes:
- Setting the target 'Afire' automatically deals damage equal to 30% of the jutsu's strength at the start of each round after the initial use, this amount is doubled if it effects barriers or clones of any kind. This effect lasts two rounds, does not stack, and is overwritten when the victim is set afire by a stronger Jutsu.
- If afire, the flames are dispersed if the victim spend 1 Ap to put out the flames, or is hit by a level C+ Water jutsu.
Sol Fire Tempest - Mastered
A destructive fire jutsu only able to be used by those who truly mastered the art behind flames. This technique condenses chakra high into the sky above, creating a huge ball of white hot flames. This meteor takes quite a long time to form, but once it crashes down upon the ground it creates a powerful firestorm of insatiable flames.
Information
Prerequisites: A-rank, 7 mastered fire jutsu, Firestorm mastered
Rank 2: Creates a giant meteor of flames in the sky, which then explodes into the ground to deal 4400 damage to three targets. This jutsu has a 44% chance of causing the 'Flash Fire' effect.
Special Action: By paying +30% Cp, the user can have this jutsu target all in battle; doing so makes themselves a valid target as well, however.
Special Action: The user may pay +10% Cp and lower this Jutsu's accuracy by -1 to add either +5% Base damage, or +4% chance of activating the 'Flash Fire' effect. This may stack up to three time.
Rank 2 Cost: 2750 Cp
Notes:
- This jutsu may only be used once per battle. This Jutsu does not strike until a full round after use.
- This Jutsu always requires full handseals; regardless of any skills or abilities the user may have (Such as channeling or one handed seals).
- The 'Flash Fire' effect dispells barriers/clones/creation jutsu hit by this attack, and deals +25% base damage against non-barrier/clone/creation targets.
Abysmal Harbinger - Mastered
A powerful fire technique that draws forth the users chakra, morphing it into the fearsome image of a large otherworldly spirit composed of flames. This flaming wraith is manipulated by the user, and is said to burn brighter and brighter the more it is harmed until eventually bursting into a torrent of flames.
Information
Prerequisites: A-rank, 7 mastered fire jutsu
Creates a large figure of flames with 6600 Hp and 4 Ap. Each strike deals 1100 damage with a 12% chance of 'searing' the target.
Special Action - Ragnarok: The creation may pay 2 Ap to make an AoE attack dealing +45% base damage at +2 Accuracy. This has a +3%/4% chance of 'searing' the targets.
Special Action - Flames of Purgatory: The creation may detonate into an inferno. The amount of damage depends on the Ap put into this action. This deals damage equal to 35% its remaining Hp for 1 Ap, 70% for 2 Ap, and its full remaining Hp for 3 Ap.
Cost: 3030 Cp, 1520 Cp/Rnd
Notes:
- This is a 'Creation' Jutsu
- Lasts up to three rounds.
- This jutsu has secondaries equal to -3 of the user's. Strikes cost 1 Ap.
- This jutsu's Hp and damage may be increased with fire buffs.
- At all ranks, this jutsu takes +25% damage from water damage.
- Composed of flames, any attacks using melee accuracy against this creation deal 15% backlash damage to the attacker.
- When 'Seared' the target has a 10% chance of taking critical damage to the next attack to hit them. If this is not successful, then they only take +10% damage from the attack. This does not stack.
Infernal Ember - Mastered
A jutsu that allows the user to create a small flame, throwing it at a target. When launched, this flame burst into a shower of small sparks that burn the victim.
Information
Prerequisites: E-rank
Master: Creates a burst of embers, striking three times each at 120 damage and -1 accuracy.
Special Action: Can be thrown using Ranged Accuracy by paying +10% Cp.
Master Cost: 120 Cp to initiate
Notes:
- If at least two hit, the target is 'burned'.
- The 'Burn' effect causes the target to take +5% damage for a full round. 'Burn' stacks up to three times.
Thermal Maw - Mastered
A jutsu that allows the user to exhale their breath in the form of a small burst of fire. Though small, this jutsu is easily performed by simply inhaling and exhaling chakra infused breath.
Information
Prerequisites: E Rank
Master: Exhales a small fire breath that deals 335 damage.
Special Action: By paying +20% Cp, the user may reduce the timing of this attack to .5 Ap (Ap cost remains unchanged).
Master Cost: 100 Cp to initiate
D-Rank Jutsu
Fireball - Mastered
A standard fire technique that involves manipulating chakra into a concentrated ball of flame, before launching it towards a target in a burst of flames. This technique has many variations, such as directly exhaling the fireball or creating it within the palm of the user's hand.
Information
Prerequisites: D Rank
Master: Shoots a fireball that explodes dealing 900 damage with a 16% chance of causing the 'sear' effect.
Special Action - Grand Fireball: By paying +20% Cp, the user may increase the radius of the explosion to effect +1 target. However, this technique only deals 80% of the damage.
Special Action - Blazing Flare: By paying +10% Cp and lowering Accuracy by -1, the user may create a stronger and larger flame. This deals +5% base damage, grants +4% 'Sear' chance. May stack twice.
Special Action - Mythical Phoenix Fire: By paying +10% Cp, the user may divide this attack into up to 5 smaller bursts of flame. 90% of the base damage is divided equally into however many bursts of flame are created, and each is made at +2 Accuracy. Base sear chance is increased by +4% and then divided equally.
Master Cost: 300 Cp
Notes:
- When 'Seared' the target has a 10% chance of taking critical damage to the next attack to hit them. If this is not successful, then they only take +10% damage from the attack. This does not stack.
Immolation Armor - Mastered
A jutsu that rapidly heats the users body, raising their body heat to high, feverish extremes. This technique allows the user to use their body heat as a medium when manipulating flames, allowing them to create incinerating techniques without much stress, and at the same time giving them a natural edge against the cold.
Information
Prerequisites: D-rank
Master: Heats the users body, causing all melee attacks against the user to deal 10% backlash damage to the attacker. Additionally, all melee contact with the user has a 12% chance of causing the Burn effect.
Special Action - Burnout: While active, the user may pay the maintain cost with their HP to forcibly end this technique in a single burst of flames emitted from the users body. If used while bound this floods the body with heat and counts as an escape attempt with x2.5 of the escape chance. This Jutsu cannot be recast for a full round.
Master Cost: 330 Cp, 170 Cp/rnd
Notes:
- This jutsu is a Chakra Armor.
- Melee contact is any action using melee accuracy against or by the user. Attacks with multiple strikes can cause backlash multiple times.
- Ice damage does not deal backlash damage, however, is reduced by -10% damage against the user.
- The Burn effect causes the target to take +5% damage for a full round. Burn stacks up to three times. Multi-Hit attacks may only cause the Burn effect once per use.
Combustive Seal - Mastered
A jutsu which allows the user to scribe a seal capable of holding fiery chakra, this allows a user to set up traps by storing their flames for later use. Once stored, this seal fades from the view of normal eyesight, detonating when a source of chakra other than the user comes nearby or if the user chooses to release the seal. This technique is akin to an Exploding Note.
Information
Prerequisites: D-rank
Master: Allows the user to scribe a seal imbued with a Fire jutsu. Each action performed by others in battle have a 16% chance of setting it off. This has a 60% chance of being a sneak attack.
Special Action - Release: While a seal is active, the user may pay half the Cp cost and .5 Ap to detonate the seal. Doing loses the normal Sneak Attack bonus, and instead the 'Chance to set off' the seal becomes a 'chance to be a sneak attack'. This may be used reflexively.
Special Action - Charge: Upon initiation, the user may choose to seal an additional Fire Jutsu into the trap. However, this lowers it's chance of setting off by -4%. The user pays all costs normally, including the increased Ap.
Cost: Increases the seal Jutsu's Ap cost by +.5 and Cp cost by +30%.
Notes:
- May only have one Trap active at once, and lasts up to two rounds.
- This jutsu may effect anyone other than the user.
- This may only store Fire jutsu level C and below.
- Upon use, user spends the Ap (Including timing) and Cp for each jutsu stored into the trap.
- This jutsu may not be absorbed, sealed, stored, reflected, etc.
C-Rank Jutsu
Dragon Fire - Mastered
Like most fire techniques, this one involves inhaling a breath of air, infusing it with heated chakra before exhaling an ignited burst of flames. This jutsu allows the user to blow a stream of raging fire that appears like a flamethrower, or the breath of a dragon.
Information
Prerequisites: C Rank
Master: Exhales a flamethrower dealing 1770 damage at -1 accuracy. The flames have a 24% chance to set the target 'afire'.
Special Action - Mythical Wildfire: By paying .5 Ap and the maintain cost, the user may maintain this technique as a flamethrower. This deals 30% of the damage at +2 Accuracy with -6% chance of setting the target 'afire'. This may target a different target if the user wishes, or the same one. This may be done up to three times per Jutsu use.
Master Cost: 625 Cp. 205 Cp per Special Action.
Notes:
- Setting the target 'Afire' automatically deals damage equal to 30% of the jutsu's strength at the start of each round after the initial use, this amount is doubled if it effects barriers or clones of any kind. This effect lasts two rounds, does not stack, and is overwritten when the victim is set afire by a stronger Jutsu.
- If set afire by the special action, the damage is based off of the Jutsu's initial use; not the lowered maintained damage.
- If afire, the flames are dispersed if the victim spend .5 Ap to put out the flames, or is hit by a level D+ Water jutsu.
Searing Eruption - Mastered
A fire technique that channels the users chakra within the ground, rapidly heating the area beneath a target into a fiery geyser of bright flames. Though a more aware victim may notice the initial heating of the ground, this technique can just as easily catch others unaware.
Information
Prerequisites: C Rank
Master: Creates an eruption of flames from beneath the target that deals 1685 damage. This technique has a 18% chance of being sneak attack.
Special Action - Firewall: By paying +20% Cp, the user can condense the chakra into their palm rather than the ground. This allows them to create and throw a wall of flames that deals 90% of the damage at +2 Accuracy. This has no chance of being a sneak attack, but conceals the user's movement to give them +2 Dodge until their next action.
Master Cost: 560 CP to initiate
Notes:
- If the sneak attack percentage chance succeeds, the target is also suppressed.
Scalding Ash Cloud - Mastered
A dangerous technique that allows the user to exhale a dark gray cloud of ash that covers a wide area. This smoke is superheated through chakra, and can easily sear the flesh of those caught within with third degree burns. This Jutsu burns all those within while shrouding the area with dark ash that prevents all vision. This cloud lasts a short time before losing its heat however, but can be detonated into a fiery inferno.
Information
Prerequisites: C rank
Master: The user spews a cloud of scorching ash around two targets, dealing 1200 damage at +1 Accuracy per round. While within the cloud, all attacks made against them have a 18% chance of dealing +10% Damage.
Special Action: By spending 1 Ap and the initiation Cp cost, the user can detonate the Ash Cloud to inflict damage once more. Doing so dispels this jutsu.
Master Cost: 505 Cp, 250 Cp/rnd
Notes:
- The cloud lasts 2 rounds, and requires a Nin check the round maintained.
- This technique also functions as a smoke screen, giving -2 Accuracy to all attacks passing through the cloud (Attacks used by the victims or aimed at them), unless they are Level B+ AoE.
- This may be dispelled by a lvl B+ Wind Jutsu.
Heat Wave - Mastered
A technique that allows the user to emit chakra in a steady wave, or aura, heating the environment around them. The heat emitted causes the very air around to becomes distorted with heat waves, strengthening the effects of fire and evaporating nearby sources of water.
Information
Prerequisites: C-rank
Master: The user emits waves of heat that giving all Fire-based Ninjutsu -10% chakra cost and +8% chance of activating secondary effects. Water-based Jutsu cost +15% Cp and have a 24% chance of dealing -10% base damage.
Master Cost: 560 CP, 380 Cp/Rnd.
Notes:
- Lasts up to three rounds.
- This applies to the user, and any Fire/Water based attacks directed at the user.
- These effects apply not only to the base elements, but to any advanced element with the specific element as a Major. Blood jutsu would be treated as water, while Plasma would be treated as Fire.
- The Fire effects only apply to Ninjutsu; however the water debuffs may apply to any water based damage including weapons dealing elemental damage.
- This Jutsu is negated while Rain Dance is active.
B-Rank Jutsu
Infernal Hellfire - Mastered
A powerful technique that coats an arm of the user with intense flames, this jutsu is used to directly strike a target physically. The flames produced by this technique are wild and nearly untamed, and melt through many surfaces like a blowtorch. Upon contact with the target, the flames shoot off from the arm of the user and transfer to the point of contact in a fiery blast. Trained users can even control the chakra to have a delayed effect.
Information
Prerequisites: B-rank, 4 Mastered Fire Jutsu, 2 Mastered Unarmed
Master: Creates a coat of flames around the users arm, which deals 2250 damage at +2 Accuracy. This has a 21% chance of inflicting both the 'Burn' and 'Sear' effects.
Special Action - Hellfire Blast: By lowering the secondary effects chance of activating by -7%, the user may choose to lower this Jutsu's base damage by up to 50% and seal this reduced damage within the target upon the initial strike. At the end of the round, 80% of the sealed damage then erupts in a burst of flames to damage the victim and +1 target. This has a the same chance to inflict the burn and sear effects.
Special Action: The user may sacrifice either the 'Burn' or 'Sear' chance, in order to increase the other by +7%.
Master Cost: 730 Cp to initiate
Notes:
- Uses Melee Accuracy for the initial strike, and Ninjutsu for the Hellfire Blast special action.
- The Special Action damage is done automatically to the initial target.
- Both Burn and searing have separate chances of being inflicted.
- The 'Burn' effect causes the target to take +5% damage for a full round. 'Burn' stacks up to three times.
- When 'Seared' the target has a 10% chance of taking critical damage to the next attack to hit them. If this is not successful, then they only take +10% damage from the attack. This does not stack.
Firestorm - Mastered
A powerful ninjutsu that rapidly heats the area with the users chakra, igniting the very air itself to carpet bomb an area with a flaming shower of fireballs.
Information
Prerequisites: B-rank, 4 Mastered Fire Jutsu
Master: Creates a shower flames which rain down upon an area, dealing 600 damage at +2 accuracy to 2 targets. Each check has a 11% chance of setting the target 'afire' and a 9% chance of causing the 'burn' effect.
Special Action - Searing Shower: By paying +20% Cp, the user may replace the chance of setting things 'afire' with a chance to disperse clones. This does not stack with any other clone-dispersing effects.
Special Action: By paying +20% Cp and lowering accuracy by -2 and damage by -10%, this jutsu may target +1 target. This may be done twice.
Mastered Cost: 730 Cp to initiate
Notes:
- All effected make checks against the rain 4 times, but can only be hit a maximum of 3 times per target.
- Setting the target 'Afire' automatically deals damage equal to 30% of the jutsu's strength at the start of each round after the initial use, this amount is doubled if it effects barriers or clones of any kind. This effect lasts two rounds, does not stack, and is overwritten when the victim is set afire by a stronger Jutsu.
- The 'Burn' effect causes the target to take +5% damage for a full round. 'Burn' stacks up to three times, and may only be inflicted once per use.
- If afire, the flames are dispersed if the victim spend 1 Ap to put out the flames, or is hit by a level C+ Water jutsu.
Spontaneous Combustion - Mastered
A technique where the user instantly heats the air through chakra to produce an immediate torrent of flames. These flames set all they touch ablaze with fire whether it be friend, foe, or even the user.
Information
Prerequisites: B-rank, 4 Mastered Fire Jutsu
Master: Sets a target ablaze with flames at +1 Accuracy, causing them to lose -2 Accuracy and take 3.5% Max Hp damage each round. This has a 21% chance to spread to any who make melee contact with the victim.
Master Cost: 450 Cp to initiate
Notes:
- This technique does not count as a jutsu that 'sets a target afire', and does not receive buffs to that type of effect.
- All set afire by this technique automatically take damage for three rounds or until the flames are put out. This amount is tripled if it effects barriers or clones of any kind.
- This has a chance to spread to any target who make 'melee contact', this counts as any action that uses melee accuracy used against or by the enflamed target.
- This may only effect a target once per use; it cannot spread to another then back to the original victim.
- This jutsu may be put out for 1.5 Ap or a Level C+ Water jutsu used against the victim disperses this jutsu.
A-Rank Jutsu
Dragon Flame Bomb - Mastered
A technique which kneads chakra into the form of a flowing, oriental-style dragon created entirly of flames. This technique is constantly fueled by the user's fire breath, meaning as long as the user continued to fuel this technique the dragon will continue to exist until it catches up with the target...Or the user takes a breath.
Information
Prerequisites: A-rank, 7 Mastered Fire Jutsu, Dragon Fire Mastered
Mastered Rank: Creates a torrent of flames in the shape of a dragon that strikes and bursts into an explosion of flames, dealing 5500 damage with a 44% chance of setting the target afire.
Special Action - Fire Dragon Devastation: The user may maintain this technique by paying 1 Ap and the maintain cost, granting this jutsu another chance to hit the original target or a new one. This may only be done when performing this technique normally, and only if the initial strike misses. This lowers the base damage by -20% and chance of setting afire by -8%. This is modded immediately after the initial use, and may be done up to three times per cast.
Special Action - Great Dragon Fire: By paying +20% Cp, the user may divide the attack into 4 large balls of fire in the shape of dragon heads. Each deals 30% of the damage, and have a 14%/17% chance of setting the target afire. Only 3 may hit.
Special Action - Dragon Hydra: By paying +20% Cp, the user may create a flame dragon with multiple heads. This allows this jutsu to strike up to three targets, however inflicts 90% of the damage at -2.5 Accuracy due to the difficulty of controlling the jutsu.
Rank 2 Cost: 2750 Cp. 1380 Cp per maintain use.
Notes:
- Setting the target 'Afire' automatically deals damage equal to 30% of the jutsu's strength at the start of each round after the initial use, this amount is doubled if it effects barriers or clones of any kind. This effect lasts two rounds, does not stack, and is overwritten when the victim is set afire by a stronger Jutsu.
- If afire, the flames are dispersed if the victim spend 1 Ap to put out the flames, or is hit by a level C+ Water jutsu.
Sol Fire Tempest - Mastered
A destructive fire jutsu only able to be used by those who truly mastered the art behind flames. This technique condenses chakra high into the sky above, creating a huge ball of white hot flames. This meteor takes quite a long time to form, but once it crashes down upon the ground it creates a powerful firestorm of insatiable flames.
Information
Prerequisites: A-rank, 7 mastered fire jutsu, Firestorm mastered
Rank 2: Creates a giant meteor of flames in the sky, which then explodes into the ground to deal 4400 damage to three targets. This jutsu has a 44% chance of causing the 'Flash Fire' effect.
Special Action: By paying +30% Cp, the user can have this jutsu target all in battle; doing so makes themselves a valid target as well, however.
Special Action: The user may pay +10% Cp and lower this Jutsu's accuracy by -1 to add either +5% Base damage, or +4% chance of activating the 'Flash Fire' effect. This may stack up to three time.
Rank 2 Cost: 2750 Cp
Notes:
- This jutsu may only be used once per battle. This Jutsu does not strike until a full round after use.
- This Jutsu always requires full handseals; regardless of any skills or abilities the user may have (Such as channeling or one handed seals).
- The 'Flash Fire' effect dispells barriers/clones/creation jutsu hit by this attack, and deals +25% base damage against non-barrier/clone/creation targets.
Abysmal Harbinger - Mastered
A powerful fire technique that draws forth the users chakra, morphing it into the fearsome image of a large otherworldly spirit composed of flames. This flaming wraith is manipulated by the user, and is said to burn brighter and brighter the more it is harmed until eventually bursting into a torrent of flames.
Information
Prerequisites: A-rank, 7 mastered fire jutsu
Creates a large figure of flames with 6600 Hp and 4 Ap. Each strike deals 1100 damage with a 12% chance of 'searing' the target.
Special Action - Ragnarok: The creation may pay 2 Ap to make an AoE attack dealing +45% base damage at +2 Accuracy. This has a +3%/4% chance of 'searing' the targets.
Special Action - Flames of Purgatory: The creation may detonate into an inferno. The amount of damage depends on the Ap put into this action. This deals damage equal to 35% its remaining Hp for 1 Ap, 70% for 2 Ap, and its full remaining Hp for 3 Ap.
Cost: 3030 Cp, 1520 Cp/Rnd
Notes:
- This is a 'Creation' Jutsu
- Lasts up to three rounds.
- This jutsu has secondaries equal to -3 of the user's. Strikes cost 1 Ap.
- This jutsu's Hp and damage may be increased with fire buffs.
- At all ranks, this jutsu takes +25% damage from water damage.
- Composed of flames, any attacks using melee accuracy against this creation deal 15% backlash damage to the attacker.
- When 'Seared' the target has a 10% chance of taking critical damage to the next attack to hit them. If this is not successful, then they only take +10% damage from the attack. This does not stack.