Username: Nightzblade
Time Zone: Eastern
Posting: at least three times a day
Name: Konpaku kokyuu
Village: Kusagakure
Element Affinity: Earth & Fire
Age: 18
Gender: Male
Rank: Kage
Headband: Covering right eye
Height: 6’ 3”.
Weight: 195.
Hair: Konpku has blood red hair that is slicked back, but is shaved to a fade on the back and sides.
Eyes: Lime green eyes with a hint of red near the bottom
Physical Description: Konpaku doesnt look like a muscular person, but is much stronger then he looks, he has a fairly natural tan skin tone but has many scars on his arms from jutsus. He wears a long sleeved black shirt. He has two tattoos, one of a bear symbol for strength from his chunin graduation on his right shoulder blade, another of a wolf for the thrill of the hunt on his left shoulder blade.
Clothing: He wears a gray camo pants with a black long sleeved shirt that splits up the middle to his elbows and just hangs. On his back he holds his katana
Background: Konpaku is a strong and gifted ninja. He trains hard for one reason. To lead the best village in the history of shinobi. Right now he will start with the gennin he has chosen to lead, the shinobi of the future. He works hard to make sure his village is ready for anything, he claims he doesn't care but he really does, that is why he is so hard on his students, he wants them to do well. he wants them to strive to survive and protect. Konpakus family is his village. They are all that matters
Other: Konpaku trains his men and students like he would himself, till collapse
Missions:
S: 0
A: 0
B: 0
C: 0
D: 0
Jutsu:
Ninjutsu-
Bunshin no Jutsu:
This is a basic technique taught to ninja at an academy. In certain years, Ninja are required to know this jutsu in order to advance to the Genin level. Bunshin no Jutsu creates one or more clones of the user, which can be used as a means to create a diversion, distraction, or cause confusion. Unlike Kage Bunshin no Jutsu (Art of the Shadow Doppelganger), these illusory clones will simply disappear if come into contact, thus, they are substanceless, and cannot do anything to damage the opponent.
Cp cost: 1 pt. per bushin.
Damage: N/A
Requeriments: Accademy students learn it on the accademy as a basic jutsu.
Training days: Accademy. Chakra control check DC: 5 per bushin.
Henge no Jutsu (Transformation Technique)
The user utilizes the sheep hand seal or the tiger hand seal and concentrates their chakra to assume the appearance of another person, an animal, or even any object. This is one of the required basic jutsu taught at the Ninja Academy. Fundamentally, all ninjas know this technique.
Cp cost: 2 "+1 per minute the jutsu is mantained"
Damage: N/A
Requeriments: Learn in the Academy.
Training days: Accademy time. Chakra control check DC: 10
Kakuremino no Jutsu (Cloak of Invisibility Technique)
This jutsu is where one uses a cloak or a piece of cloth to make oneself blend in with the background, interpreting oneself invisible.
Cp cost: 0
Damage: N/A
Requeriments: Learn in the academy.
Training days: Academy time.
Kawarimi no Jutsu (Replacement Technique.)
This is a technique that usually confuses the attacker. The user quickly projects themselves with another nearby object such as a plant (normally a section of a log), an animal, or even another person within reach, leaving the opponent open to a counter-attack.
Cp cost: 1
Damage: N/A
Requeriments: Must have something to replace with.
Training days: Academy time.
Nawanuke no Jutsu (Rope Escape Technique)
A basic technique taught at the Ninja academy. When a ninja is tied with rope, he can undo the knots and escape using this jutsu.
Cp cost: 0
Damage: N/A
Requeriments: Learn in the Academy.
Training days: Academy time.
Special: Roll an escape artist skill check when using this.
Genjutsu Kai: Release
The user attempts to break the chakra circulation flow in his body in order to see through a genjutsu.
Cp: 10
Damage: N/A
Requirements: Chakra Control 15
Training: 5 days
Special: Add chakra mod to Will Save
Jibaku Fuda: Kassei, (Exploding Tag: Activate)
Utilizing chakra, the user is able to activate the explosion mechanism of a distant bomb tag.
Cp cost: 3 per tag
Damage: Exploding tag damage
Requirements: Chakra Control 5
Doton: Shinju Zanshu no Jutsu (Earth Release: Inner Decapitation Technique)
The user, emerging from the ground below the target area, pulls down (or possibly swaps places with) the opponent so that only their head is above ground.
Cp cost: 6
Damage: N/A
Requeriments: Genin or highter rank. Must be trained to learn the jutsu.
Training days: 3 to 7 days. 2 - 5 With earth Affinity.
Shunshin no Jutsu (Body Flicker Technique)
A high-speed movement technique. It is described as 'appearing with the wind and disappearing like the wind.' A very basic jutsu, it appears that most shinobi above Genin-rank know it. Using chakra to activate the body, the user is able to move from one point to another with extreme speeds. This super-fast movement is almost impossible to see with the naked eye. To a normal person, it would seem as if the user has teleported. The amount of Chakra used depends on the distance and elevation between the user and the destination.
Cp cost: N/A
Damage: N/A
Requeriments: Dexterity 20+
Training days: 3 days.
Kanashibari no Jutsu (Temporary Paralysis Technique)
This technique is used to cause one's opponent to lose the advantage of movement. Freezing them in their tracks, this creates an opening for a more dangerous attack. The ANBU members are known especially for this Jutsu.
Cp cost: 20
Damage: N/A
Requirements: Chakra 20+ Level 15+
Fort DC: 10 + Character level + Chakra modifier.
Training days: 20 days.
Kage Bunshin no Jutsu (Shadow Doppelganger Technique)
Unlike the normal Bunshin no Jutsu (Art of the Doppelganger), this jutsu does not create illusions, but real bodies of the user. The user's chakra is evenly distributed among every clone. This could be very dangerous if the user is low on chakra or makes too many clones (like with Tajū Kage Bunshin no Jutsu (Multiple Shadow Clone Technique). Kage Bunshin can't be detected by Byakugan. This is because the clones are real bodies with real chakra circulatory systems, identical to the user. The real one also cannot be detected by the Sharingan. Because the clones are basically real, they can perform Jutsu and real damage on their target, and can take some hits themselves, being even able to bleed, although they'll still disappear when enough damage has been done, which is usually after one blow or fatal attack. Since the clones are exact replicas of the user, one can use them in combination with many other techniques.
Cp cost: 10 per bushin.
Damage: Each bushin deals the same damage as you.
Requeriments: Chakra 50+
Training days: Varies.
Fukumikuchi Hari (Hidden Mouth Needles)
The user is able to summon forth needles into the mouth and then spit them out at their opponent with precise accuracy.
Cp cost: N/A
Damage: Needle "Senbon" damage.
Requeriments: Dexterity 20+
Training days: 10 Days.
Soshuha (Manipulating Attack Blades)
Blades are held floating in mid-air as they are controlled by the user's chakra. These blades can then be directed towards any desired target.
Cp cost: 6 per blade.
Damage: 1 - 10 per blade.
Requeriments: Chakra 25 +
Training days: 14 days.
Dokugiri (Poison Mist)
The user breathes out a toxic gas from their body that can also be used as a handy smokescreen.
Cp cost: 30
Damage: N/A "poison"
Requeriments: Int 30 + Chakra 30+
Training days:30 days.
Poison Effect: 2d10 cont damage + 1d4 con damage per turn you spend breathing the cloud of smoke
Save: Reflex: 10 + character level + chakra mod. "To avoild"
Fort: 10 + character level + chakra mod. To resist the poison.
Doton: Doryu Dango (Earth Release: Earth Mausoleum Dumpling)
The user is able to overturn the earth into a large dumpling shape chunk of earth the size of a mausoleum. Using their immense strength, they can lift up the ball and hurl it at his opponent, flattening everything in its path.
Cp cost: 30
Damage: 40 - 80
Requeriments: Str 30+ Chakra 30+
Training days: 20 days.
Doton Kekkai: Dorodomu (Earth Release Barrier: Dungeon Chamber of Nothingness)
Traps the victims inside a self-repairing dome of earth.
Cp cost: 20
Damage: N/A
Requeriments: Earth Afinity.
Training days: 10 days.
Katon: Karyu Endan (Fire Release: Fire Dragon Flame Bullet)
Shoots an enormous ball of flame in the shape of a dragon from the user's mouth.
Cp cost: 80
Damage: 120 - 250 + chakra mod.
Requeriments: Fire affinity. Chakra 50+
Training days: 20 days.
Katon: Ryuka no Jutsu (Fire Release - Dragon Fire Technique)
After binding the opponent, the user blows a large torrential burst of fire usually along a length of cord, guide wire, or any other long thin object.
Kawara Shuriken (Roof Tile Shuriken)
Cp cost: 70
Damage: 100 - 200
Requeriments: Fire Affinity, Chakra 50 +
Training days: 16 days.
Hiru Bansho: Boka no Jutsu (Leech All Creation: Attack Prevention Technique)
The user merges with or within a nearby object, taking on its properties, and avoiding any damage.
Cp cost: 50
Damage: N/A
Requeriments:
Training days: 30 days
Tanuki Neiri no Jutsu, "Play Possum Jutsu"
The user forces them self into a deep sleep using their chakra to cover their pulse and heartbeat to fool an opponent.
Cp cost: 20 + 5 per turn
Damage: N/A
Requirements: Chakra Control 10
Special: You appear dead. DC to find out you are alive is 35. Roll is d20 + wis mod.
Katon: Haisekishō, (Fire Release: Ash Product Burning)
Unlike other fire-based jutsu, this jutsu allows the user to breathe out a cloud of superheated ash capable of causing third-degree burns. Because it is ash and not flame, the ash remains in the air around the target, and therefore remains potent for a longer period.
Cp cost: 50
Damage: 50 - 80, then 20 per turn (for two turns)
Requirements: Fire Affinity
Training: 7 days
Special: Due to the cloud of ash its effects linger for 3 rounds (same as smoke bomb)
Jibaku Mandara (Mandala: Buddist Visual of the Enlighten)
This jutsu creates a pyramid-like chakra cage around an opponent. The user can then constrict the cage to crush the opponent. The user must maintain a triangle-shaped hand seal at all times to maintain the cage. Should the user's will falter or the entrapped opponent happen to be strong enough, the cage can be broken. When the cage breaks, a massive explosion of energy follows, destroying a wide area. The one who broke the cage, however, remains safe in the center of the blast.
Cp cost: 80 + 20 per turn.
Damage: 30 - 50 per turn.
Special: [d20 + str] vs [d20 + chakra control] per turn to see if you break out.
Damage of Explosion: 200 - 300
Katon: Kasumi Endu no Jutsu (Fire Release: Covering Mist Technique)
User blows out a great amount of burnable gas. Once it comes in contact with any form of combustion force (from fire to small sparks), the gas ignites and literally creates a sea of fire.
Cp cost: 10
Damage: Depends on fire lighted
Requeriments: Fire Affinity.
Training days: 10 days.
Kugutsu no Jutsu (Puppet Technique)
Just like a marionette, the user controls a puppet using strings of chakra from his fingers. This skill is often prepared in coordination with Kawarimi no Jutsu (Change of Body Technique), so the user can quickly replace their body with the puppet when they feel the need to activate it. Another useful quality of this skill is the fact that the puppet can take the form of another person, object, or, more commonly, the form of the user. Puppets are fitted with various hidden devices, most commonly extendable blades, various projectile launchers, and poison, both in gaseous form and liquid coating their weapons. This technique can also be adapted to control humans as if they were puppets, or another puppeteer's puppets.
Cp cost: 2 cp per round the puppets are used.
Damage: Depends on puppet power.
Requirements: Puppet users only, Chakra Control 5, Perform Puppet Play 1.
Training: 2 days
Special: Must master this jutsu before attempting to fight with puppets.
Genjutsu-
Magen: Jigoku Koka no Jutsu (Demonic Illusion: Descending Hell Technique)
Jigoku Kōka no Jutsu is a Genjutsu that causes its opponent to see a vision of a tremendous ball of fire that will descend from the sky to envelope the target. The victims of the jutsu will believe they are being engulfed by a torrent of fire and will flee from their location to safety.
Cp cost: 30
Requeriments: Genjutsu 40 Ranks
Training days: 5 days
Will save: 15 + character level + charisma mod.
Taijutsu-
Summoning Contract- Here you post your character summoning contract if any. To get a contract you must first make a quest for it. Ask a crew member to help you with this.
~Stats~:
LV. 60
Experience: 0/1000
Hp: 2100
Cp: 1980
Mhp:1920
Strength: 20+51+0=71 {30}
Dexterity: 20+41+0=61 {25}
Constitution: 20+50+0=60 {25}
Intelligence: 20+35+0=55 {22}
Wisdom: 20+34+0=54 {22}
Charisma: 20+10+0=30 {10}
Chakra: 20+50+0=70 {30}
Dodge Bonus: 57
Base Points: 20.
Points for Distribution: 268
Base Attack Bonus: 60/55/50/45/40/35/30/25/20/15/10/5
Attack Bonus: 90/85/80/75/70/65/60/55/50/45/40/35
Ranged Bonus: 85/80/75/70/65/60/55/50/45/40/35/30
Damage: 31-305
Base Save Bonus: 30
Fortitude: 55
Reflex Save: 55
Will Save: 52
Skills:
Bluff: (Char) 10+35+0= 45
Diplomacy: (Char) 10+30+0= 40
Disguise: (Char) 10+0+0= 10
Gather Information: (Cha) 10+20+0= 30
Handle Animal: (Cha) 10+0+0= 10
Intimidate: (Cha) 10+70+0= 80
Innuendo: (Cha) 10+0+0= 10
Perform: (Cha) 10+88+10= 108
Puppet play: 108
Sense Motive: (Wis) 22+50+0= 62
Read Lips: (Wis) 22+45+0= 67
Seduction: (Cha) 10+35+0= 45
Balance: (Dex) 25+0+0= 25
Disable Device: (Int) 22+0+0= 22
Escape Artist: (Dex) 25+32+0= 57
Hide: (Dex) 25+32+0= 57
Listen: (Wis) 22+10+0= 32
Move Silently: (Dex) 25+32+0= 57
Sleight of Hand: (Dex) 25+41+0= 66
Survival: (Wis) 22+0+0= 22
Swim: (Str) 30+0+0= 30
Treat Injury: (Wis) 22+0+0= 22
Tumble: (Dex) 25+0+0= 25
Use Rope: (Dex) 25+0+0= 25
Concentration: (Con) 25+15+0= 40
Craft: (Int) 22+32+52= 106
Puppet craft: 106
Forgery: (Int) 22+0+0= 22
Knowledge: (Int) 22+36+0= 58
Repair: (Int) 22+20+42= 84
Research: (Int) 22+0+0= 22
Alchemy: (Wis) 22+2+0=24
Search: (Int) 22+36+0= 58
Spot: (Wis) 22+65+0= 87
Chakra Control: (Int) 22+150+0= 172
Ninjutsu: (Chk) 30+150+0= 180
Genjutsu: (Int) 22+12+0= 34
Taijutsu: (Str) 30+170+0= 200
Fuuin Jutsu: (Int) 22+36+0= 58
Kawarimi: 36+0=36
Kunai: 50=50
Shuriken: 50=50
Ninja Weapons:
Sneak Attack: +0= 0
Skill Points: 1320
Possessions: a silver ring with the words "love is strength" he wears on his right ring finger
¥en: 36
Ryo: 452
Equipment:
Metal Wire: 200 ft
Kibaku Fuda: x10
Kemuridama: x10
Time Zone: Eastern
Posting: at least three times a day
Name: Konpaku kokyuu
Village: Kusagakure
Element Affinity: Earth & Fire
Age: 18
Gender: Male
Rank: Kage
Headband: Covering right eye
Height: 6’ 3”.
Weight: 195.
Hair: Konpku has blood red hair that is slicked back, but is shaved to a fade on the back and sides.
Eyes: Lime green eyes with a hint of red near the bottom
Physical Description: Konpaku doesnt look like a muscular person, but is much stronger then he looks, he has a fairly natural tan skin tone but has many scars on his arms from jutsus. He wears a long sleeved black shirt. He has two tattoos, one of a bear symbol for strength from his chunin graduation on his right shoulder blade, another of a wolf for the thrill of the hunt on his left shoulder blade.
Clothing: He wears a gray camo pants with a black long sleeved shirt that splits up the middle to his elbows and just hangs. On his back he holds his katana
Background: Konpaku is a strong and gifted ninja. He trains hard for one reason. To lead the best village in the history of shinobi. Right now he will start with the gennin he has chosen to lead, the shinobi of the future. He works hard to make sure his village is ready for anything, he claims he doesn't care but he really does, that is why he is so hard on his students, he wants them to do well. he wants them to strive to survive and protect. Konpakus family is his village. They are all that matters
Other: Konpaku trains his men and students like he would himself, till collapse
Missions:
S: 0
A: 0
B: 0
C: 0
D: 0
Jutsu:
Ninjutsu-
Bunshin no Jutsu:
This is a basic technique taught to ninja at an academy. In certain years, Ninja are required to know this jutsu in order to advance to the Genin level. Bunshin no Jutsu creates one or more clones of the user, which can be used as a means to create a diversion, distraction, or cause confusion. Unlike Kage Bunshin no Jutsu (Art of the Shadow Doppelganger), these illusory clones will simply disappear if come into contact, thus, they are substanceless, and cannot do anything to damage the opponent.
Cp cost: 1 pt. per bushin.
Damage: N/A
Requeriments: Accademy students learn it on the accademy as a basic jutsu.
Training days: Accademy. Chakra control check DC: 5 per bushin.
Henge no Jutsu (Transformation Technique)
The user utilizes the sheep hand seal or the tiger hand seal and concentrates their chakra to assume the appearance of another person, an animal, or even any object. This is one of the required basic jutsu taught at the Ninja Academy. Fundamentally, all ninjas know this technique.
Cp cost: 2 "+1 per minute the jutsu is mantained"
Damage: N/A
Requeriments: Learn in the Academy.
Training days: Accademy time. Chakra control check DC: 10
Kakuremino no Jutsu (Cloak of Invisibility Technique)
This jutsu is where one uses a cloak or a piece of cloth to make oneself blend in with the background, interpreting oneself invisible.
Cp cost: 0
Damage: N/A
Requeriments: Learn in the academy.
Training days: Academy time.
Kawarimi no Jutsu (Replacement Technique.)
This is a technique that usually confuses the attacker. The user quickly projects themselves with another nearby object such as a plant (normally a section of a log), an animal, or even another person within reach, leaving the opponent open to a counter-attack.
Cp cost: 1
Damage: N/A
Requeriments: Must have something to replace with.
Training days: Academy time.
Nawanuke no Jutsu (Rope Escape Technique)
A basic technique taught at the Ninja academy. When a ninja is tied with rope, he can undo the knots and escape using this jutsu.
Cp cost: 0
Damage: N/A
Requeriments: Learn in the Academy.
Training days: Academy time.
Special: Roll an escape artist skill check when using this.
Genjutsu Kai: Release
The user attempts to break the chakra circulation flow in his body in order to see through a genjutsu.
Cp: 10
Damage: N/A
Requirements: Chakra Control 15
Training: 5 days
Special: Add chakra mod to Will Save
Jibaku Fuda: Kassei, (Exploding Tag: Activate)
Utilizing chakra, the user is able to activate the explosion mechanism of a distant bomb tag.
Cp cost: 3 per tag
Damage: Exploding tag damage
Requirements: Chakra Control 5
Doton: Shinju Zanshu no Jutsu (Earth Release: Inner Decapitation Technique)
The user, emerging from the ground below the target area, pulls down (or possibly swaps places with) the opponent so that only their head is above ground.
Cp cost: 6
Damage: N/A
Requeriments: Genin or highter rank. Must be trained to learn the jutsu.
Training days: 3 to 7 days. 2 - 5 With earth Affinity.
Shunshin no Jutsu (Body Flicker Technique)
A high-speed movement technique. It is described as 'appearing with the wind and disappearing like the wind.' A very basic jutsu, it appears that most shinobi above Genin-rank know it. Using chakra to activate the body, the user is able to move from one point to another with extreme speeds. This super-fast movement is almost impossible to see with the naked eye. To a normal person, it would seem as if the user has teleported. The amount of Chakra used depends on the distance and elevation between the user and the destination.
Cp cost: N/A
Damage: N/A
Requeriments: Dexterity 20+
Training days: 3 days.
Kanashibari no Jutsu (Temporary Paralysis Technique)
This technique is used to cause one's opponent to lose the advantage of movement. Freezing them in their tracks, this creates an opening for a more dangerous attack. The ANBU members are known especially for this Jutsu.
Cp cost: 20
Damage: N/A
Requirements: Chakra 20+ Level 15+
Fort DC: 10 + Character level + Chakra modifier.
Training days: 20 days.
Kage Bunshin no Jutsu (Shadow Doppelganger Technique)
Unlike the normal Bunshin no Jutsu (Art of the Doppelganger), this jutsu does not create illusions, but real bodies of the user. The user's chakra is evenly distributed among every clone. This could be very dangerous if the user is low on chakra or makes too many clones (like with Tajū Kage Bunshin no Jutsu (Multiple Shadow Clone Technique). Kage Bunshin can't be detected by Byakugan. This is because the clones are real bodies with real chakra circulatory systems, identical to the user. The real one also cannot be detected by the Sharingan. Because the clones are basically real, they can perform Jutsu and real damage on their target, and can take some hits themselves, being even able to bleed, although they'll still disappear when enough damage has been done, which is usually after one blow or fatal attack. Since the clones are exact replicas of the user, one can use them in combination with many other techniques.
Cp cost: 10 per bushin.
Damage: Each bushin deals the same damage as you.
Requeriments: Chakra 50+
Training days: Varies.
Fukumikuchi Hari (Hidden Mouth Needles)
The user is able to summon forth needles into the mouth and then spit them out at their opponent with precise accuracy.
Cp cost: N/A
Damage: Needle "Senbon" damage.
Requeriments: Dexterity 20+
Training days: 10 Days.
Soshuha (Manipulating Attack Blades)
Blades are held floating in mid-air as they are controlled by the user's chakra. These blades can then be directed towards any desired target.
Cp cost: 6 per blade.
Damage: 1 - 10 per blade.
Requeriments: Chakra 25 +
Training days: 14 days.
Dokugiri (Poison Mist)
The user breathes out a toxic gas from their body that can also be used as a handy smokescreen.
Cp cost: 30
Damage: N/A "poison"
Requeriments: Int 30 + Chakra 30+
Training days:30 days.
Poison Effect: 2d10 cont damage + 1d4 con damage per turn you spend breathing the cloud of smoke
Save: Reflex: 10 + character level + chakra mod. "To avoild"
Fort: 10 + character level + chakra mod. To resist the poison.
Doton: Doryu Dango (Earth Release: Earth Mausoleum Dumpling)
The user is able to overturn the earth into a large dumpling shape chunk of earth the size of a mausoleum. Using their immense strength, they can lift up the ball and hurl it at his opponent, flattening everything in its path.
Cp cost: 30
Damage: 40 - 80
Requeriments: Str 30+ Chakra 30+
Training days: 20 days.
Doton Kekkai: Dorodomu (Earth Release Barrier: Dungeon Chamber of Nothingness)
Traps the victims inside a self-repairing dome of earth.
Cp cost: 20
Damage: N/A
Requeriments: Earth Afinity.
Training days: 10 days.
Katon: Karyu Endan (Fire Release: Fire Dragon Flame Bullet)
Shoots an enormous ball of flame in the shape of a dragon from the user's mouth.
Cp cost: 80
Damage: 120 - 250 + chakra mod.
Requeriments: Fire affinity. Chakra 50+
Training days: 20 days.
Katon: Ryuka no Jutsu (Fire Release - Dragon Fire Technique)
After binding the opponent, the user blows a large torrential burst of fire usually along a length of cord, guide wire, or any other long thin object.
Kawara Shuriken (Roof Tile Shuriken)
Cp cost: 70
Damage: 100 - 200
Requeriments: Fire Affinity, Chakra 50 +
Training days: 16 days.
Hiru Bansho: Boka no Jutsu (Leech All Creation: Attack Prevention Technique)
The user merges with or within a nearby object, taking on its properties, and avoiding any damage.
Cp cost: 50
Damage: N/A
Requeriments:
Training days: 30 days
Tanuki Neiri no Jutsu, "Play Possum Jutsu"
The user forces them self into a deep sleep using their chakra to cover their pulse and heartbeat to fool an opponent.
Cp cost: 20 + 5 per turn
Damage: N/A
Requirements: Chakra Control 10
Special: You appear dead. DC to find out you are alive is 35. Roll is d20 + wis mod.
Katon: Haisekishō, (Fire Release: Ash Product Burning)
Unlike other fire-based jutsu, this jutsu allows the user to breathe out a cloud of superheated ash capable of causing third-degree burns. Because it is ash and not flame, the ash remains in the air around the target, and therefore remains potent for a longer period.
Cp cost: 50
Damage: 50 - 80, then 20 per turn (for two turns)
Requirements: Fire Affinity
Training: 7 days
Special: Due to the cloud of ash its effects linger for 3 rounds (same as smoke bomb)
Jibaku Mandara (Mandala: Buddist Visual of the Enlighten)
This jutsu creates a pyramid-like chakra cage around an opponent. The user can then constrict the cage to crush the opponent. The user must maintain a triangle-shaped hand seal at all times to maintain the cage. Should the user's will falter or the entrapped opponent happen to be strong enough, the cage can be broken. When the cage breaks, a massive explosion of energy follows, destroying a wide area. The one who broke the cage, however, remains safe in the center of the blast.
Cp cost: 80 + 20 per turn.
Damage: 30 - 50 per turn.
Special: [d20 + str] vs [d20 + chakra control] per turn to see if you break out.
Damage of Explosion: 200 - 300
Katon: Kasumi Endu no Jutsu (Fire Release: Covering Mist Technique)
User blows out a great amount of burnable gas. Once it comes in contact with any form of combustion force (from fire to small sparks), the gas ignites and literally creates a sea of fire.
Cp cost: 10
Damage: Depends on fire lighted
Requeriments: Fire Affinity.
Training days: 10 days.
Kugutsu no Jutsu (Puppet Technique)
Just like a marionette, the user controls a puppet using strings of chakra from his fingers. This skill is often prepared in coordination with Kawarimi no Jutsu (Change of Body Technique), so the user can quickly replace their body with the puppet when they feel the need to activate it. Another useful quality of this skill is the fact that the puppet can take the form of another person, object, or, more commonly, the form of the user. Puppets are fitted with various hidden devices, most commonly extendable blades, various projectile launchers, and poison, both in gaseous form and liquid coating their weapons. This technique can also be adapted to control humans as if they were puppets, or another puppeteer's puppets.
Cp cost: 2 cp per round the puppets are used.
Damage: Depends on puppet power.
Requirements: Puppet users only, Chakra Control 5, Perform Puppet Play 1.
Training: 2 days
Special: Must master this jutsu before attempting to fight with puppets.
Genjutsu-
Magen: Jigoku Koka no Jutsu (Demonic Illusion: Descending Hell Technique)
Jigoku Kōka no Jutsu is a Genjutsu that causes its opponent to see a vision of a tremendous ball of fire that will descend from the sky to envelope the target. The victims of the jutsu will believe they are being engulfed by a torrent of fire and will flee from their location to safety.
Cp cost: 30
Requeriments: Genjutsu 40 Ranks
Training days: 5 days
Will save: 15 + character level + charisma mod.
Taijutsu-
Summoning Contract- Here you post your character summoning contract if any. To get a contract you must first make a quest for it. Ask a crew member to help you with this.
~Stats~:
LV. 60
Experience: 0/1000
Hp: 2100
Cp: 1980
Mhp:1920
Strength: 20+51+0=71 {30}
Dexterity: 20+41+0=61 {25}
Constitution: 20+50+0=60 {25}
Intelligence: 20+35+0=55 {22}
Wisdom: 20+34+0=54 {22}
Charisma: 20+10+0=30 {10}
Chakra: 20+50+0=70 {30}
Dodge Bonus: 57
Base Points: 20.
Points for Distribution: 268
Base Attack Bonus: 60/55/50/45/40/35/30/25/20/15/10/5
Attack Bonus: 90/85/80/75/70/65/60/55/50/45/40/35
Ranged Bonus: 85/80/75/70/65/60/55/50/45/40/35/30
Damage: 31-305
Base Save Bonus: 30
Fortitude: 55
Reflex Save: 55
Will Save: 52
Skills:
Bluff: (Char) 10+35+0= 45
Diplomacy: (Char) 10+30+0= 40
Disguise: (Char) 10+0+0= 10
Gather Information: (Cha) 10+20+0= 30
Handle Animal: (Cha) 10+0+0= 10
Intimidate: (Cha) 10+70+0= 80
Innuendo: (Cha) 10+0+0= 10
Perform: (Cha) 10+88+10= 108
Puppet play: 108
Sense Motive: (Wis) 22+50+0= 62
Read Lips: (Wis) 22+45+0= 67
Seduction: (Cha) 10+35+0= 45
Balance: (Dex) 25+0+0= 25
Disable Device: (Int) 22+0+0= 22
Escape Artist: (Dex) 25+32+0= 57
Hide: (Dex) 25+32+0= 57
Listen: (Wis) 22+10+0= 32
Move Silently: (Dex) 25+32+0= 57
Sleight of Hand: (Dex) 25+41+0= 66
Survival: (Wis) 22+0+0= 22
Swim: (Str) 30+0+0= 30
Treat Injury: (Wis) 22+0+0= 22
Tumble: (Dex) 25+0+0= 25
Use Rope: (Dex) 25+0+0= 25
Concentration: (Con) 25+15+0= 40
Craft: (Int) 22+32+52= 106
Puppet craft: 106
Forgery: (Int) 22+0+0= 22
Knowledge: (Int) 22+36+0= 58
Repair: (Int) 22+20+42= 84
Research: (Int) 22+0+0= 22
Alchemy: (Wis) 22+2+0=24
Search: (Int) 22+36+0= 58
Spot: (Wis) 22+65+0= 87
Chakra Control: (Int) 22+150+0= 172
Ninjutsu: (Chk) 30+150+0= 180
Genjutsu: (Int) 22+12+0= 34
Taijutsu: (Str) 30+170+0= 200
Fuuin Jutsu: (Int) 22+36+0= 58
Kawarimi: 36+0=36
Kunai: 50=50
Shuriken: 50=50
Ninja Weapons:
Sneak Attack: +0= 0
Skill Points: 1320
Possessions: a silver ring with the words "love is strength" he wears on his right ring finger
¥en: 36
Ryo: 452
Equipment:
Metal Wire: 200 ft
Kibaku Fuda: x10
Kemuridama: x10