Original Signature:
Trail Blazer: Dare dashes forward, propelled by fire, and attempts to burn the enemy. She likes to add flourishes like spins, punches, or kicks to this maneuver, and particularly enjoys using it to deal the finishing blow on an opponent. Besides its combat uses, it works semi-effectively when she simply needs to move faster. [Movement x 2, 20 FIRE Melee damage] [(20 x 2) + (20)] (2 TCD) [60 points spent]
New Signatures:
Trail Blazer: Dare dashes forward, propelled by fire, and attempts to burn the enemy. She likes to add flourishes like spins, punches, or kicks to this maneuver, and particularly enjoys using it to deal the finishing blow on an opponent. Besides its combat uses, it works effectively when she simply needs to move faster. [Movement x 3, 20 FIRE Melee damage] [(20 x 3) + (20)] (2 TCD) [80 points spent]
Bus Jumper: Dare uses a jet of fire to flip her into the air. Assuming she can land on her feet, this serves as a good move when trying to maneuver around opponents and stay mobile in a fight. Successfully pulling off this move makes Dare feel like a bad*ss and psyches her up so she can segue into her other abilities. [Feint x 2, Sig Chill] [(30 x 2) + (40)] (3 TCD) [100 points spent]
Psyche Up: Dare refuses to be held back by anything, especially enemy traps. By firing up her own jets and with a satisfying pop, Dare can shake off doubts, illnesses, and any excuses to get back in the game, stronger than before. [Status Cure + 10 Strengthen] [(30) + (10)] (1 TCD) [40 points spent]
Gate Crasher: Dare doesn't let anything stand in her way, least of all a single, physical obstacle. Dare performs a quick dash and shunts the target to the side, clearing her path. [Movement x 1, Knockback (specified to a side), 10 NULL Melee damage] [(20) + (10) + (10)] (1 TCD) [40 points spent]
[TOTAL: 60 + 100 + 40 + 40 = 260/260]