Sex: Female
Age: 42
Status: ANBU, Regent Commander.
APPEARANCE
Height/Weight: 5'10", +/- 140lbs.
Eyes: Rin has large, dark bluish-gray eyes with heavy lashes.
Hair: Rin's hair is silvery-gray, and she has allowed it to grow out past her shoulders. It has a gentle wave, and a nearly golden hue in some light.
General Appearance: Rin is tall for a woman and slim, never having truly bulked out despite her age. She has strong hands and the arms of someone who works hard for a living. Age and sun have darkened her skin, and her face has gentle worry and smile lines drawn across it. She's generally smiling nice and calmly, but she's also a troublemaker, and it shows in thin, pale scars on her hands and arms, the results of not moving quite fast enough to escape traps. She has a notch out of her left ear and an old pink scar running diagonally across her back from an old injury earned as a genin. She has a few old arrow wounds as well. Thick scarring on her abdomen is a remnant of a bear attack; the marks are still red. During the October Plot, Rin bit off the first joint of her right pinky. Her previous showiness has been replaced by more somber dress; she wears dark grey kimono, the traditional men's design but cut to fit a woman. Usually she wears black hakama, with a modified ANBU haori; her obi is persimmon-colored, and holds up a number of belt pouches and small inro boxes. The kimono is specially modified with a number of hidden pouches and pockets. Her ANBU mask is demonic and painted in indigo, signifying her former unit: TH.
PERSONALITY
She's friendly, balanced, and most of all--sane. At least while not working, which is more than most can ask of the ANBU members. She has a good sense of humor and loves a laugh; she lacks shyness, occasionally says inappropriate (dirty) things, and isn't much inhibited by common morals. She believes in respect to elders and those higher up in the hierarchy, but she doesn't think that respect means quietly ignoring mistakes or wrong-doing. The station itself is much more worthy of respect than the person in her mind. She's deeply faithful to the god of Kumogakure, Raijin, and can't be insulted in any worse a way than to have her faith spit on. She enjoys her job--killing, as she says, is interesting, and so are investigating, tracking, talking, and spying. Competence is important to her, but so is the ability to have a conversation and otherwise act like a human being. Her anger, though uncommon, manifests itself unpredictably.
Compartmentalization is the name of the game as far as Rin is concerned; her shift in mindset between ordinary social situations and work are drastic, but not necessarily the mark of a disturbed mind. Instead, this mechanism allows her to shield herself from the brutality of the job and remain an efficient ANBU as well as a human individual.
Rin's mindset during missions is much less compromising than her every day behavior. She does not tolerate stupidity or disobedience, and takes the job quite seriously. In her mind, direct orders are not to be disobeyed even if she doesn't agree or doesn't understand them. She only has one flexible point on this, and it's one she keeps deeply buried, something not to be shared with anyone. In battle, she's fierce--her aim is inevitably to end things quickly, though not necessarily cleanly. Dirty tricks are not outside her purview--honorable battle in the job was something for samurai, not shinobi. Thus she's not at all uncomfortable with deceit.
Rin is quietly confident of her own competence and ethical center. She is comfortable in her own skin and has long since overcome her own fears and traumas regarding the work she did in her youth and her internal conflicts regarding Masao. She likes to think that she has a somewhat enlightened view of things, but she knows she's not exactly a genius, either, nor a priest. She is easy to talk to, but prone to long silences.
HISTORY
Rin's family runs a well-established old bakery in Kumogakure. Her father, Satou Ken'ichi, is a High Genin who didn't successfully complete his Chuunin exam; instead, he became a baker after marrying her mother, Yamada Sachiko, the only child of an old clan which had not had a ninja among its members in many generations. Rin has an older brother, Ryota, age 27; the two usually got along, helping run the family bakery. They lived with Yamada Sasayaki, Rin's maternal grandmother, and Satou Akemi, her paternal grandmother, in a generously-sized apartment over the bakery.
Rin had a peaceful childhood (or as much as it gets in a village full of ninja), and was a cheerful girl, if a little frighteningly dedicated to learning perfect cutting technique in the kitchen. Of course, Ryota, being eldest, had always been the one who would inherit the majority share of the bakery, which Rin believed meant that he'll get the whole store. While she loved her older brother, she didn't want to work for him her whole life--there were other things in the world to do or see and be aside from the life of a baker's daughter. There was a better alternative--Rin lived in a hidden village of ninja; she even sold them pastries, and her dad was a ninja, too. So Rin begged her parents and grandmothers to allow her to go to the ninja academy, and reluctantly (at least on her parents' part), they agreed--with one condition: if she didn't pass her chuunin exams, she got a very safe job close to the house. Sasayaki (Rin's maternal grandmother), however, was oddly very supportive of Rin's ambition.
At the start of her academy career, Rin met Masao, Tsuyoshi, and Airisuke at the top of one of the village's peaks at an old shrine she liked to visit. There, she hired herself on as Masao's bodyguard and manager, succumbing instantly to the pink-haired Genin's dubious charms like the little girl she was.
Rin graduated from the academy after only a few months there. Her forehead protector was won due to proper preparation: planning seemed to be Rin's strong suit. After she graduated, Rin received a mysterious packet of information from her grandmother, one paper possibly being a family tree. Soon thereafter she found out from Masao that it was an old language the people of Kumo used to speak, and started work honing her skills at Ancient Kumo. From that she could decipher that there were Santaru in her family tree.
On a follow-up mission regarding the runaways she encountered during her Genin exam, Rin found out that a friend of Masao's had run and died. It is during that mission that Rin makes her first kill, obliterating 3 bandits and realizing the power of her Santaru blood. Only a couple of days after that mission, she attended the funeral of Dyu Reikon, Masao's best friend, and met Hayata Shin, loudmouth academy student, and Santaru Ryuuto, whom she'd met once before. It was there that she requested the ANBU captain's mentorship in the development of her abilities as a Santaru; only a couple of days later, she more formally became his trainee in both the ways of Kumo's celebrated bloodline and their whispered-about ANBU.
In the time that followed, Rin sought employment outside of the bakery as her family life began to spoil with her announcement. She has crawled through the shady underbelly of Kumo's restaurant and food belly as a cook, making contacts with all manner of deviants both civilian and shinobi. Her AiT-ship was confirmed after an arranged kidnapping put her in the basement of Sileo for Masao's ANBU exam, where she was tortured and nearly killed. Not long afterwards, she herself went through the ANBU exam, wherein she killed a traitorous former High Genin, Kawaguchi Motoko, who had helped plan an assassination attempt against Santaru Ryuuto. After beating her in combat with the help of the Commander's wolf, Hikari, Rin interrogated and killed Kawaguchi, then hunted the rest of the cell. At the end of her exam, roughly 81 rebels were dead. A few days later, her maternal grandmother died and Rin was kicked out of her family home.
During the years that followed, Rin worked to distinguish herself as an ANBU of good repute and a broad repetoire of skills both martial and diplomatic. She prefers to use means other than combat to solve issues, though she'll cheerfully cross blades with the enemy, whoever that happens to be on any given day. Some time ago Rin left the country on sanctioned vacation. Due to various unfortunate circumstances (and also good opportunities), she was very late in returning, and then immediately was ordered into battle against sundry demonic forces to reunite with Masao and Captain Enjeru.
Operations were overall a success, and after a strangely tense meeting with their commanders, Rin and Masao received promotions. Of course, Rin has a lot of things pending with both of them... Once matters in the village were mostly settled, Rin began her work in honing her battle skills, challenging jounin to duels. Among them, she challenged Numa Kogane, whom some said had distinguished himself in battle by being a danger to everyone around him. Before the fight, she may have gotten a little drunk and sexually assaulted Masao, but hey, he agreed to be her second anyway. In order to appease her ancestors, she was to kill Numa in honorable single combat--but found in him too weak an opponent, and deloped, fortunately for her own sake. She took his eye. Not long after that, apparently driven mad by the shame, Numa attempted to defect; Rin was part of the force that met him at the gate, and she witnessed his execution by a demonic sennin not unlike the Kage. She would later take up the responsibility of returning the runner's body to its final resting place. Eventually her duels took her to Kimiko, who in a dramatic fight, managed to take Rin down with genjutsu... Rin was convinced that dueling will help her beat Hashigaki Rei, her disappeared friend, unspoken crush, and love rival.
Long story short, Rei refused to duel and Rin swore she wouldn't get out so easily next time. Soon, Rin found herself with too many other worries. She began research of a technique to spy on people of interest using Kogane Numa's eye and the help of Yuki Kimiko. After being cited for negligence and failure to report, she was stuck on a punitive undercover mission in the Legation to sniff out suspected treason. She also had the joy of several exams to give and also began illicitly taking on trainees, though she was only ranked a Lieutenant, not the requisite Captain. After taking on Hajime Tenchi, Tsurugi Kato, Tagiushi Moro, and Anumi, she left for Port Cirrus with Masao on a continuation of the Legation mission. In no time, they were deeply embroiled in the situation. The stress of the mission, plus their own interpersonal issues, nearly broke them both. Success was explosive and left her swimming in and out of consciousness due to chakra burnout, as that was the first time she used the full power of her bloodline. Masao retreated with her to Kagoshima, where she eventually made up with Kimura Rei.
They returned on fire with righteousness or something to the village, where Rei distributed flyers. Rin and Masao sped to the Sileo, where she confronted Diashi and they eventually battled Reiner-Geist along with her trainees. When the dust cleared, she received a promotion from the Raikage via radio; as the destroyer of the ANBU, her new task was to rebuild what she had wrecked. Days later, after some afternoon delight, she attacked Masao after he confided that he had had sex with his torturer at the Port. Eventually he retaliated with genjutsu of extreme power; she sent a few love letters from Raijin through his CNS and called for medical backup. During their estrangement, she concentrated on restoring the Santaru clan after much neglect, strengthening the ANBU corps, and providing a good role model for the other ANBU in the completion of their many new duties.
With the aid of the remaining ANBU, the branch was radically restructured and Rin became a Sennin. Her relationship with Masao gradually eased and warmed, becoming less of a source of torment and more a comfort. Years passed and she found herself crystallizing into a routine which gradually caused her more and more unease. A dream of death ended this stagnant stage: her honored ancestors communicated unequivocally that to remain would mean to cause civil war in Kumogakure, pitting her inevitably against those she had pledged to support. She would not turn against Shinbatsu, the man many saw as a god, including her lover. She had grown tired. Killing was a children's game.
Masao petitioned to allow them to retire peacefully; Shibatsu assented, and married Masao and Rin. They departed into the sunset, so to speak, had two children, and opened a restaurant.
RELATIONSHIPS
Spoiler:
Katsura - Hokage.
Airisuke - Gives Rin the creeps. Retired, hospital Sennin.
Ringo - Annoying but pretty sennin. Died as a nuke after returning to the Gates, killed by Rokuro.
Nara Ryuujin - Sennin, retired. Gives Rin the creeps. Killed Numa Kogane, interfering with his capture by herself and Masao. Banished her fellow ANBU, Akira Saito.
Jinbatou (Sarunishi) - ANBU "Grand Executioner." Object of her total hatred. Whereabouts unknown, presumed missing.
Hayata Shin - Raikage. They share some troubled history.
Dashi - ANBU, deceased. Went on a mission with him. Strange, but alright guy. She caught him when he went nuts... Then was killed.
Takao - Retired Raikage, gave Rin a mission once and scared her.
Itonami Ataeru - Medical Sennin. Nice guy.
Roze - Ataeru's contracted fox spirit. Also nice.
Gaidoku - Chuunin promoted to head Foreign Affairs (Chishio Tankyuu).
Tensai Gaburieru - Jounin-ranked courier.
Nigiri Shimete - Young demon hunter. Might not be all right in the head.
Nakamura Akihiko - Med-nin. Interviewed Rin about Hayata.
Himura Shiro - Left Rin a letter asking to be an AiT candidate.
Ouja KaiKai - Rin's AiT. A troubled boy.
Asazaki Yama - An ANBU Captain, head of Kagetenshi.
Asazaki Enma - Son of Yama. Rin's AiT. A little moody.
Rega - ANBU Captain. Heads ANBU Internal Affairs.
Santaru Ryuuto - Rin's former commander, secret Raikage; MIA, presumed traitor.
Numa Kogane - Someone she intended to sacrifice to the spirits. Died a runner.
Terora Daki - A former ANBU captain.
Masashiku Tama, "Birdeater." - An AiT she executed for treason.
Pirittokuru - Once one of Rin's AiT. Presumed dead or traitor.
Saito Akira - ANBU Sennin.
Enjeru - ANBU captain-commander, retired.
Jatsuo - Former ANBU captain-commander. Enjeru's brother.
Mojo - Saito's monkey. Likes to groom her head, wears hysterical monkey armor. With Akira, somewhere.
Tensai Rokuro - Gate Guard captain. Retired.
Family
Satou Ken'ichi [Deceased] - Father. Became a baker after failing to move beyond the rank of High Genin. Second son of a minor branch of Nara.
Sachiko [Estranged] - Mother. Third daughter of a hidden branch of Santaru.
Ryota [Estranged] - Older brother. Inherited Furaowaa Bakery.
Sasayaki [Deceased] - Grandmother/maternal. Died while Rin was in ANBU training.
Akemi [Deceased] - Grandmother/paternal.
Takaki Masao - Husband. 2nd in Command over ANBU, Captain-Commander of Internal Affairs division.
Nara Saeyiko - Daughter. 15. Kimura Rei's protege.
Takaki Enjeru - Son. 16. Med-nin.
Kimura Rei - Best friend.
Yuki Kimiko - Med nin chief and cousin.
BATTLE CONSTANTS
Nara
Chimera Kinjutsu
Spoiler:
A Dark, forbidden technique that has been created in many forms, secretly developed throughout the shinobi world in an attempt to gain special powers normally unattainable by normal means. Whether it be a country`s attempt to steal the kekkei genkai of other shinobi nations and use their powers for their own, or on a personal level to compensate for an individual`s own lack of power, one cannot deny the appealing aspect of having control and mastery over multiple kekkei genkai; to be a hybrid breed possessing the special secret techniques of many clans throughout the world. This forbidden practice alters the body of the user in such a way as to allow them to integrate the energies and capabilities of a shinobi into their own body and spirit, merging the two together and creating a hybrid mix, the user becoming a `Chimera` and possessing the strength and traits of their multiple mixes. While in theory one would assume this would create the perfect breed, a mixture of all the most powerful genetics, in practice one can never truly master these abilities, and the `Chimera` suffer from having their body`s vitality and life force drained upon the strain of merging with foreign bloodlines.
Effects:
- The user gains the ability to integrate the secrets and strength of a shinobi into their own body, mind and spirit. Upon gaining this ability, this allows them to gain an additional full Bloodline or Core Ability of the body they absorbed.
- The user may have up to three full Bloodlines or Core Abilities. Additional BL/CA`s can only be acquired through a 1,500 word rp that must be about the user obtaining a body and integrating it`s abilities. This Rp must have council approval, and if a Core Ability, the user chooses their abilities at the time of obtainment. This Rp can be done once every Five OOC weeks. Once they have their limit of three, the user may reuse this technique to swap out one of their Current Bloodline or Core Abilities for a new one through an Rp.
- The Chimera`s body becomes strained and weakened by merging with other bodies, and the chimera has -2 to both their Hp and Cp Mod for Each Bloodline or Core Ability after their first, up to -4 Hp/Cp.
- Though the Chimera has multiple Bloodline and Core abilities, all passive buffs, effects and modifiers are reduced by 1/3 if the user has two BL/CA`s, or by 1/2 if the user has 3 BL/CA`s.
- Unlike the passive effects which are constantly active, the chimera may only have the full repertoire of Activated techniques, Jutsu, Styles, or special moves of one BL/CA at a time. The Chimera may switch to another BL/CA at any time as a free action. However, this cannot be done reflexively and gives the user a stackable -1 to all secondaries for the remainder of the round switched and an additional +2 Exhaustion. The Chimera may not maintain any of these techniques upon switching to a different BL/CA, and all effects of that BL/CA are dispelled immediately.
Spoiler:
SHADOW BOXER
1. Hands of Power (Passive/2 Points)
2. Eye of the Mystics x2 (Boost/2 Points)
3. Clear Head (Modification/2 Points)
4. Meditation (Independent Special Move/3 Points)
5. Weak of Will (Passive/2 Points)
6. Sensory Deprivation Aura (Passive/2 Points)
7. Cloak of the Mystics (Modification/2 Points)
8. Painful Illusions (Dependent Special Move/3 Points)
9. Replicant Step (Passive/2 Points)
Total: 20 Points
SPECS
EQUIPMENT
Bond, Penetration, Serpent's Soul
Kaiken
Smoke Bomb [1]
Flash Bomb [2]
Blood Pill [2]
Soldier Pill [2]
Chakra Suppressing Seal
Sealing Scroll [3]
Small Summoning Scroll
Headset
Sheath
Projectile Holster
Belt Pouch STATISTICS
Spoiler:
Agi: 594
Sta: 456
Nin: 471
Tai: 400
Gen: 525
CC: 600
CL: 19
PL: 3046
AP: 10.15
He Xiangu[V] ::
+ Kinjutsu [Chimera]
+ High Spell Accuracy
= Average Evasion, Genjutsu DC, Genjutsu Save.
- Low Melee Accuracy.
HP: (48+lvl) x Stamina
CP: (38+lvl) x Chakra Control
NARA
Spoiler:
Quote:
Note: All Nara Techniques are considered Shadow Element.
Slippery Mind - Passive
Nara clansmen are naturally smart and quick on their feet, formulating multiple courses of actions for nearly any scenario imaginable in mere seconds...and nearly subconsciously as well. a Nara can easily disassemble even the smallest of actons and understand the true intents and stratagies of those fighting them, even be able to deduce and guess at their target's lines of thoughts with precise accuracy by simply studying their movements and actions for a few seconds. No matter how well thought out, there is almost no way to fool a Nara through even complex courses of actions.
Rank 3: +2 Gen Save and Awareness.
Note:
- At all ranks, all penalties from genjutsu are reduced by 1 debuff or 5%.
---
Shadow Tactics - Passive
The Nara have a unique affinity to shadows and shade of all types, and by simply remaining within the cover of shadows, they are able to manipulate them to assist themselves naturally, the Nara becoming, stronger, so long as they remain within the cover of darkness, no matter how weak.
Rank 3: +10% Damage, +1 Accuracy while in shade. While maintaining a bind or resting, they gain +3% HP/CP per round.
---
Shadow Bend - Passive
The Nara clan are known for its intricate skills involving the manipulation of shadows. This ability allows the Nara to fabricate techniques from the voids of darkness to strike their targets in a myriad of ways.
Rank 3: May convert Fire and Water Jutsu into Shadow at no extra cost.
Note:
- All Shadow jutsu receive +5% Damage per rank.
- The Nara automatically has access to the Shadow element.
- All techniques used with this are treated as Shadow element.
---
Nara Strategy - Passive
Almost as if the gods created the title "Tensai" only for those of Nara blood, the clan tightly guards secret levels of strategy that is said to be without peer, although the amount of study it requires to reach this level of mastery might be what burns them out and turns them so commonly lazy. This skill does not require nor stack with regular Strategy.
Rank 3: The Nara is now treated as if having Master Strategist with +2 prepared slots available.
Note:
- Strategy and Master Strategy do not count towards their ability Limit.
---
Shadow Possession- Shadow Binding Technique
A unique jutsu in which the Nara are capable of manipulating their own shadows size and shape in an attempt to bind themselves to their target by connecting their shadows. The shadow moves slow, and is easily avoided by the attentive, often requiring the Nara to make a quick diversion to use this successfully. However, once successful, any physical action the user performs is perfectly imitated the the victim.
Rank 3: Binds up to three targets at -3 Accuracy.
Costs: 1 AP. 400 Cp per target, 100 Cp/Rnd per target.
Notes
- This technique suffers -1 Accuracy for each target after the first.
- The bound victim simply cannot move; meaning they cannot dodge, use handseals, draw/attack with weapons and items. The victim -can- however, use any Ninjutsu or Genjutsu that does not require movement.
- The Nara cannot cast any other Jutsu other than Shadow Neck Binding while maintaining this Jutsu.
- Victims have a 25% chance of breaking free each round, increasing by 5% for each target after the first. Every round maintained, all victims gain +10% Chance of Escape.
- For every 50 Stat Average the user has higher than the target, this percent is reduced by 5% to a minimum of 10%.
- For every 50 Stat average the user has lower than a target, the percentage has a +5% chance to a maximum of 40%.
- Any sudden change in light such as fire, lightning, explosions, turning a light on in a room, etc, grant +10% Chance to escape.
- This bind is dispelled if the victim takes damage, or the user takes at least 10% of their Max Hp in damage from a single attack.
---
Shadow Neck Bind - Shadow Strangulation Jutsu
While an opponent is caught inside the user's Shadow Possession jutsu, the Nara clansmen may expend extra chakra to have their own shadow reach up and interact to the bound opponent in any way the Nara see's fit or imagines. However, the Nara clansmen may not move while performing this technique, leaving them vulnerable when facing multiple opponents.
Rank 3: Strangles a bound enemy with shadows, dealing 2230 Dmg/Rnd.
Rank 3 Cost: 2 AP, 680 Cp to Initiate per target, 340 Cp/Rnd per target.
Notes
- Lasts up to three rounds, then must be Reused.
- When in use, the user suffers -3 Dodge.
- Can only be used on a target effected by Shadow Possession.
- If this has been used, the victim has a -5% chance to break free from Shadow Possession for its duration.
- Damage cannot be increased or reduced.
- This may only effect a target once a round.
---
Shadow Constriction - Shadow Restraining Technique
A technique which uses the Nara clansmen's chakra to cause shadows in the form of hands to extend from shady ground, grabbing the opponent. This kind of shadow binding can be escaped through force, and resisted easily, though is much quicker and difficult to avoid compared to Shadow Possession.
Rank 3: Creates 4 hands of shadows that attempt to grab a target each at -1 Accuracy.
Costs: 2 AP, 600 Cp to initiate, 150 Chakra/Round to maintain
Notes:
- If the opponent is caught by 1 or more hands they receive a -1.5 to their dodge, plus -.5 for every hand after the first.
- At the time of casting the user must remain stationary, giving them a -3 dodge to the next technique aimed at them. Â Once it has been cast the user may move as normal.
---
Displacement Shade - Activated Passive
The Nara clansmen have become proficient enough with their special affinity to shadows, that through careful manipulation of the their chakra, they can emulate the effect of their own techniques through their shades and strike literally from the shadows. It is rumored that at the Nara can even the possess the shadows of the enemy and turn them against them. However, as these are handseal based, shadow techniques of the clan as well as non-handseal jutsu cannot be given the same effect.
Rank 3: The Nara can delay a Ninjutsu up to three rounds, to be used from their shadow at a later point.
Special Action: The Nara can use the jutsu from any shadows in sight, including that of the enemy instead of their own shadow. Doing so this way doubles the additional Cp cost, but has a 20% chance of being treated as a sneak attack per round delayed.
Costs: +20% Ap and +15% Cp per round Delayed. Â The amount of time delayed is chosen when using this technique.
Notes:
- a Jutsu must be delayed by 1 round, minimum.
- This is modded as if it costs no Ap.
- Can only be used twice per round
- Can only be used with Ninjutsu, and cannot be used with the Jutsu Creator ability.
- Delayed Ninjutsu gain +1 Accuracy per round Delayed.
---
Shadow Threads - Shadow Jutsu
Unlike the slower, more subtle Shadow Binding Technique, the Shadow threads send the user's shadow out in a tangle of searching tendrils that spring off of the ground like dark threads and can either be used to spear or ensnare the enemy. The user can have the threads do a combination of these, some spearing and some catching, making this a very versatile technique.
Rank 3: Creates 8 threads that spear the enemy, each dealing 330 piercing damage at +2 Accuracy. Instead of spearing a target, A thread may bind them, inflicting a -1.5 dodge/accuracy penalty plus -.5 dodge/acc for each thread beyond the first that catches them.
Rank 3 Cost: 2.5 AP, 960 Cp to Initiate, 60 Cp/Rnd per thread.
Notes:
- This can be split against multiple targets.
- This jutsu gains all buffs applying to Ninjutsu.
- The user cannot use any jutsu other than Shadow Threads or move while maintaining the snare, losing -4 Dodge.
- Tn addition to the secondary penalty, each thread restrains the victim's actions, giving them a 4% chance to fail an action for each thread.
- This jutsu is dispelled if the user takes damage equal to 15% their Max Hp in a round.
---
Negative Space - Shadow Genjutsu
A Genjutsu that originated as a prank, its effects in combat are said to be similar to that of the Shadow Dance... Assuming you ever got to see the Nara after they appear behind your back. The Nara appears to vanish in the eyes of the target, their body seeming to be engulfed by shadows and masking all sounds, leaving behind only the image of their own shadow with gleaming eyes staring up at the target in a threatening fashion.
Rank 1: Causes a target to see the Nara fade into shadows and away from view. The Nara is treated as if in Stealth Mode with +2 Stealth until their next attack, at which point they reappear and slowly begin to fade from view again. At the end of the round, the user is once again treated as if in Stealth Mode.
Rank 2: Causes a target to see the Nara fade into shadows and away from view. The Nara is treated as if in Stealth Mode with +3 Stealth until their next attack, at which point they reappear and slowly begin to fade from view again. At the end of the round, the user is once again treated as if in Stealth Mode.
Cost: 2.5 AP, 840 Cp to initiate, 280 Cp/Rnd.
Notes:
- Functions as a Will/Visual/Audial Genjutsu.
- May only be used on one target at a time.
- Should the victim succeed in a stealth check, but fail the Genjutsu resistance check, they gain +2 Gen Save to the next round's check.
---
Shadow Dimension  - Shadow Void Jutsu
The ultimate technique of the Nara clan. This jutsu draws forth all shadows in the area to the user, then begin to form a black dome that rapidly expands to cover the area. This dome creates a haven for the Nara, and a hellish realm of shadows for any deemed as the Nara's enemy. Completely Isolated from the outside world, this nearly impenetrable void essentially seals off those within from any allies they may have had, instead trapping them in a world of malicious shades which obey the Nara's wishes.
Rank 1: Creates a void of the darkest shadows that traps a single target with the Nara. While within this realm, the Nara gains the ability to sense the target through shadows, gaining +1 Accuracy and the shadows harm the user's enemy dealing 1500 Damage at the start of each round. The Nara and the target of this jutsu cannot interact, or be interacted with, in any way with those outside this Dome. The user gains +3 against all attempts at entering/exiting this dome.
Rank 2: Creates a void of the darkest shadows that trap any amount of targets with the Nara. While within this realm, the Nara gains the ability to sense the targets through shadows, gaining +2 Accuracy and the shadows harm the user's enemies dealing 2000 Damage at the start of each round. The Nara and the targets of this jutsu cannot interact, or be interacted with, in any way with those outside this Dome. The user gains +5 against all attempts at entering/exiting this dome.
Cost:
Rank 2: 3 AP, 2750 chakra to initiate, 1300 CP/Rnd to maintain.
Note:
- This jutsu ends immediately once the user is knocked out.
- Shadow damage uses Ninjutsu Accuracy, and can be increased by Ninjutsu Buffs.
- Attempting to exit or enter the shadow dome requires a ninjutsu Check against the user.
ABILITIES
Spoiler:
1. Insight II
2. Stealth
3. Called Shot
4. Dual Wielding
5. Ambidexterity
6. Capoeira
7. ????
8. - 10. Chimera
X. Shadow Tactics