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D-Rank Jutsu

All the information regarding the Base Element, Fire.
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D-Rank Jutsu

Tue Oct 09, 2012 8:21 pm

Fireball wrote:Fireball
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

Rank 1: Shoots a fireball that explodes dealing 720 damage with a 12% chance of causing the 'sear' effect.
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.

Rank 1 Cost: 240 Cp
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.
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Re: D-Rank Jutsu

Tue Oct 09, 2012 8:21 pm

Immolation Armor wrote:Immolation Armor
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

Rank 1: 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 8% chance of causing the Burn effect.
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.

Rank 1 Cost: 260 Cp, 130 Cp/Rnd
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.
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Re: D-Rank Jutsu

Tue Oct 09, 2012 8:22 pm

Combustive Seal wrote:Combustive Seal
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

Rank 1: Allows the user to scribe a seal imbued with a Fire jutsu. Each action performed by others in battle have a 12% chance of setting off the seal. This has a 45% chance of being a sneak attack.
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.
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