Profile Link: http://www.ninpocho.com/viewtopic.php?f=559&t=12304
Weapon:
Blade of Akihito
Type: Slashing
Bonus: -1 Accuracy/+5% Damage
Augments: Special Compostition - Ninjutsu (Fire), Chain Link
Description: A sleek ancestral katana with a silver hilt and the name "Akihito" engraved in on the blade itself.
Core Abilities:
Pyromaniac
Spiritualist
Note: All weapon related core ability buffs apply to the Blade of Akihito
~Ability training in next post
Weapon:
Blade of Akihito
Type: Slashing
Bonus: -1 Accuracy/+5% Damage
Augments: Special Compostition - Ninjutsu (Fire), Chain Link
Description: A sleek ancestral katana with a silver hilt and the name "Akihito" engraved in on the blade itself.
Core Abilities:
Pyromaniac
(20/20)
Explosive Chakra - Passive (3 points)
Restriction- C Rank and up
Even a pyromaniac’s chakra is unstable, making it highly volatile and extremely dangerous. While this makes their chakra a little harder to control, it makes their fire based jutsu just that much more frightening.
Effect: Due to the difficulty of controlling their chakra, all ninjutsu and genjutsu cost 5% more. However, all fire based jutsu have a +2 critical range and hit for 2.5x normal damage on critical hits instead of 2.0x normal damage.
Warmth - Passive (2 points)
Through their bond with fire, pyromaniacs can draw energy from the warmth of the surrounding air, constantly recharging themselves.
Effect: The user regains 2% Max Cp each round. This is increased to 4% Max Cp/Rnd when Mantle of Fire is active.
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: 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 - 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.
Wildfire - Passive (3 points)
Unstable and dangerous, a Pyromaniac's mind set is one that craves destruction in the fastest, most efficient way possible. Without regards to themselves or their surroundings, they unleash scorching flames with no attempt at self control. Their flames set fire to all they touch, and their battles leave nothing but a scarred wasteland behind.
Effect: All fire based jutsu have a 20% chance to Set their targets afire, dealing 10% of the Jutsu's damage each round for two rounds. Fire based jutsu already having the chance to set targets afire are increased by 10%, and all AoE Flame techniques are increased by 8x8 feet.
Ifrit Caress - 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 - Boost (1 point) x3
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 - Jutsu (1 point, 1 to rank up) x2
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:
- This counts as a Chakra Armor.
Explosive Chakra - Passive (3 points)
Restriction- C Rank and up
Even a pyromaniac’s chakra is unstable, making it highly volatile and extremely dangerous. While this makes their chakra a little harder to control, it makes their fire based jutsu just that much more frightening.
Effect: Due to the difficulty of controlling their chakra, all ninjutsu and genjutsu cost 5% more. However, all fire based jutsu have a +2 critical range and hit for 2.5x normal damage on critical hits instead of 2.0x normal damage.
Warmth - Passive (2 points)
Through their bond with fire, pyromaniacs can draw energy from the warmth of the surrounding air, constantly recharging themselves.
Effect: The user regains 2% Max Cp each round. This is increased to 4% Max Cp/Rnd when Mantle of Fire is active.
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: 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 - 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.
Wildfire - Passive (3 points)
Unstable and dangerous, a Pyromaniac's mind set is one that craves destruction in the fastest, most efficient way possible. Without regards to themselves or their surroundings, they unleash scorching flames with no attempt at self control. Their flames set fire to all they touch, and their battles leave nothing but a scarred wasteland behind.
Effect: All fire based jutsu have a 20% chance to Set their targets afire, dealing 10% of the Jutsu's damage each round for two rounds. Fire based jutsu already having the chance to set targets afire are increased by 10%, and all AoE Flame techniques are increased by 8x8 feet.
Ifrit Caress - 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 - Boost (1 point) x3
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 - Jutsu (1 point, 1 to rank up) x2
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:
- This counts as a Chakra Armor.
Spiritualist
(20/20)
Holy Weapon - Passive (3 points)
The blade of the Spiritualist must be mighty and strike true, just as all their blows must. One with this special affinity can strike well indeed. The inner light of the user's chakra shimmers off a blade with this power in it, and they are said never to grow dull or rusty, and the wood of their wooden weapons to never rot or need polishing.
Effect: Grants +10% damage and +1 accuracy to the user's weapon of choice. While the user carries this weapon, their healing jutsu are 15% more effective.
White Blessing - Boost (1 point) x2
Restriction- Can only be purchased twice
Spiritualist emanate a calming, pacifying aura that washes over their allies, imbuing them with a sense of precision and clear-mindedness that makes their strikes more precise.
Effect: User and allies gain +1 accuracy. Does not stack with other users of White Blessing.
Holy Embodiment - Passive (3 points)
Restriction- C Rank and up
As guardians against evil, Spiritualists are naturally resistant to the effects of it. They do not shirk in the face of fear, nor are they repelled easily. Those Spiritualists with this skill are said to have the appearance of a shimmering white aura around them by those sensitive to such things, as if to shield them.
Effect: All Dark jutsu do 50% damage to them. User is immune to fear effects and intimidation effects. Suppression or other AP reduction or attack disrupting effects have only half their normal chance of working on them.
Sacred Style - Style (2 points)
Restriction- C Rank and up, requires Holy Weapon
Occasionally their natural passive aura isn't strong enough, so the Spiritualist must sharpen and hone their aura to let them move faster and with more precision than normal. In this state, anyone can see the radiant white chakra that spills off of both the Spiritualist and their weapon, and they are able to swing around the heaviest of weapons one-handed with little regard to weight.
Effect: User gains +1 Accuracy and +1 Critical range with their chosen weapon. For the duration of this style, the weapon is able to cut through half of any damage reduction.
Notes:
- Like any other fighting style, this can be turned on or off at the user’s discretion or lack there of. Counts as a Physical Style.
- All CP costs are increased by 15% while active
Divine Health - Boost (1 points) x3
Restriction- Can be purchased up to three times
As their spiritual powers are divine, so is their ability to repair and restore others. A Spiritualist not only is able to fix others wounds at an increased rate, but when the favor is returned, they heal more quickly themselves as well.
Effect: All Healing jutsu used by or on the user is increased by +5%. In addition, the user recovers +1% Max HP while resting.
Spiritual Chakra - Boost (1 point) x2
Restriction- Can be purchased twice
The default chakra of a Spiritualist is not the same as that of their fellow ninja, but rather gifted with a different kind of power altogether. It seems to cut through anything that hinders it with little effort.
Effect: +5% damage to all Ninjutsu. This damage counts as 'Light' element and cuts through half of Ninjutsu damage reduction. This bonus applies to all other Spiritualist light chakra techniques as well.
White Blaze - Dependent Special Move (3 points)
Those who only possess one form of a technique are likely to be outmaneuvered. In addition to possessing the power to convert a jutsu into an attack on a single target, the Spiritualist also can gain the skill to weaken it slightly and make the range of the jutsu expand instead, favoring an increased chance to strike over damage.
Effect: The user is able to convert any Ninjutsu into a Light-Element attack dealing +10% Damage to a 25x25 foot area, but costing an additional +10% Chakra. This attack cuts through half of all damage reduction, and does not receive any Elemental buffs.
Illuminate - Jutsu (1 point, 1 point to rank up) x2
Restriction- A-Rank and up
The most powerful weapon in a Spiritualist's arsenal, this technique consists of a flurry of their special chakra directed at the opponent, striking them in a series of damaging rays. The attack usually stuns those who haven't seen it before, as the flashes of light emitted are quite bright and as unnatural-seeming as the rest of the Spiritualist's skills.
Rank 1: Five flashes of light chakra at 1000 damage each. Attack counts as non-elemental Ninjutsu and cuts through half of all relevant damage reduction.
Rank 2: Five flashes of light chakra at 1200 damage each. Attack counts as non-elemental Ninjutsu and cuts through half of all relevant damage reduction.
Holy Weapon - Passive (3 points)
The blade of the Spiritualist must be mighty and strike true, just as all their blows must. One with this special affinity can strike well indeed. The inner light of the user's chakra shimmers off a blade with this power in it, and they are said never to grow dull or rusty, and the wood of their wooden weapons to never rot or need polishing.
Effect: Grants +10% damage and +1 accuracy to the user's weapon of choice. While the user carries this weapon, their healing jutsu are 15% more effective.
White Blessing - Boost (1 point) x2
Restriction- Can only be purchased twice
Spiritualist emanate a calming, pacifying aura that washes over their allies, imbuing them with a sense of precision and clear-mindedness that makes their strikes more precise.
Effect: User and allies gain +1 accuracy. Does not stack with other users of White Blessing.
Holy Embodiment - Passive (3 points)
Restriction- C Rank and up
As guardians against evil, Spiritualists are naturally resistant to the effects of it. They do not shirk in the face of fear, nor are they repelled easily. Those Spiritualists with this skill are said to have the appearance of a shimmering white aura around them by those sensitive to such things, as if to shield them.
Effect: All Dark jutsu do 50% damage to them. User is immune to fear effects and intimidation effects. Suppression or other AP reduction or attack disrupting effects have only half their normal chance of working on them.
Sacred Style - Style (2 points)
Restriction- C Rank and up, requires Holy Weapon
Occasionally their natural passive aura isn't strong enough, so the Spiritualist must sharpen and hone their aura to let them move faster and with more precision than normal. In this state, anyone can see the radiant white chakra that spills off of both the Spiritualist and their weapon, and they are able to swing around the heaviest of weapons one-handed with little regard to weight.
Effect: User gains +1 Accuracy and +1 Critical range with their chosen weapon. For the duration of this style, the weapon is able to cut through half of any damage reduction.
Notes:
- Like any other fighting style, this can be turned on or off at the user’s discretion or lack there of. Counts as a Physical Style.
- All CP costs are increased by 15% while active
Divine Health - Boost (1 points) x3
Restriction- Can be purchased up to three times
As their spiritual powers are divine, so is their ability to repair and restore others. A Spiritualist not only is able to fix others wounds at an increased rate, but when the favor is returned, they heal more quickly themselves as well.
Effect: All Healing jutsu used by or on the user is increased by +5%. In addition, the user recovers +1% Max HP while resting.
Spiritual Chakra - Boost (1 point) x2
Restriction- Can be purchased twice
The default chakra of a Spiritualist is not the same as that of their fellow ninja, but rather gifted with a different kind of power altogether. It seems to cut through anything that hinders it with little effort.
Effect: +5% damage to all Ninjutsu. This damage counts as 'Light' element and cuts through half of Ninjutsu damage reduction. This bonus applies to all other Spiritualist light chakra techniques as well.
White Blaze - Dependent Special Move (3 points)
Those who only possess one form of a technique are likely to be outmaneuvered. In addition to possessing the power to convert a jutsu into an attack on a single target, the Spiritualist also can gain the skill to weaken it slightly and make the range of the jutsu expand instead, favoring an increased chance to strike over damage.
Effect: The user is able to convert any Ninjutsu into a Light-Element attack dealing +10% Damage to a 25x25 foot area, but costing an additional +10% Chakra. This attack cuts through half of all damage reduction, and does not receive any Elemental buffs.
Illuminate - Jutsu (1 point, 1 point to rank up) x2
Restriction- A-Rank and up
The most powerful weapon in a Spiritualist's arsenal, this technique consists of a flurry of their special chakra directed at the opponent, striking them in a series of damaging rays. The attack usually stuns those who haven't seen it before, as the flashes of light emitted are quite bright and as unnatural-seeming as the rest of the Spiritualist's skills.
Rank 1: Five flashes of light chakra at 1000 damage each. Attack counts as non-elemental Ninjutsu and cuts through half of all relevant damage reduction.
Rank 2: Five flashes of light chakra at 1200 damage each. Attack counts as non-elemental Ninjutsu and cuts through half of all relevant damage reduction.
Note: All weapon related core ability buffs apply to the Blade of Akihito
~Ability training in next post