Name: Sude Genshu
Age: 22
Rank: Anbu
Gender: Male
Physical - Genshu has long black hair for a man that he normally ties up and hides under one of his hoods. While working he hides his face with a hood or mask. Generally he wears light colored clothing with a hood and thick but flexible padding. His eyes are blue and his skin is naturally tan. Occasionally he lets his beard grow out.
Mental - Genshu is a very preserved person who prefers to relax than to do anything else. He can be the kindest, nicest, most friendly person in the world, but when needed he can be the most deadly, cruelest and merciless person you’d ever meet. He has a kind heart and does his best to help anyone no matter what harm may come to him, but at the same time he likes to give things thought and act only when he’s prepared to handle any situation. When wearing his Anbu Disguise, he can be a man of few words. But when he’s relaxing with family and friends he has a lot to say. When he has made up his mind, almost nothing can change it. He can be very adamant in his decisions so some say he is more stubborn than a mule.
History:
At birth, Genshu’s fate had already been decided for him by his father. Sude Ousatsu thought that since he only had one son, that son should do something more than just serve Kumogakure as a normal Shinobi. Because of that, Genshu would be raised to become one of the village’s Anbu. From the time he could walk, Ousatsu had Genshu practicing stealth techniques and began teaching him how to hold his tongue and stop himself from talking, even if he was being tortured. On his fifth birthday, Genshu began training with the older generations of the sude clan. For five years, he fought to survive through their grueling practices. He had to hunt for his own food, strip the animals corpses of whatever he could cook and figure out which parts of the animal he could eat, and which parts he couldn’t, all on his own. Eventually the survival training had been completed, and it was time for combat training. At first with his cousins, only soon realize how much stronger he was than them. When none of them could challenge him, the adults began stepping up to him one at a time. As his training partners got stronger, so did he. No matter who he trained with, he quickly surpassed them or learned their fighting habits and out smarted them. Some of his clansmen even began calling him a genius child.
Once he turned ten years old and graduated his clans training, he entered into the village’s academy. It was here that he could begin to see the fruits of his labor. From the start, he was the strongest in his class and none of the other students could compare to his skills. His ninjutsu skills were exceptional, while he had next to no Taijutsu skills and no Genjutsu skills at all. It was here in the academy where he went through several classes about Stealth, Ninjutsu, and advanced strategies. For a young Nara child of demonic decent, these things just came very natural to him, but taking the extra classes helped progress his skills even further. After about a year at the academy, he graduated after proving his Basic skills and passing his Genin exam. Around this time, he did everything he possibly could to get noticed by the village’s Anbu. With time, he was invited into the Branch and taught the basics. Whenever he wasn’t doing Anbu duty, he spent his time out on missions serving as a regular Shinobi.
On one of these missions, about this time, he would save one of his cousins life by kicking them out of the way of an attack. Although this caused him to take a thrust from short sword to the rib cage, he quickly pulled his Axe and began bashing the enemy’s skull in. Little did he know at that time that the cousin he saved would eventually cause the clan to suffer under his tyrant like reign. With time, he adapted to the lifestyle of an Anbu and began going on a series “secret” missions that would eventually lead to the death of his Anbu mentor. From there, he’d go around the Anbu field and taught several different techniques, tricks, and skill sets. Once he turned fifteen years old and completed more than a dozen Anbu missions, he was given his Anbu exam. Appearing before one of the Anbu captains, almost as if things had happened instantly, he was sent out on a mission to capture a criminal.
After locating the man, he infiltrated a base camp, and proceeded to struggle against the man while trying to restrain him for capture. Later he would be knocked on conscious, tied up, and interrogated. For hours, the tortured him with as much physical pain and punish as he could, but not once did he reveal any information about Kumogakure and the Anbu branch. Next thing he knew, he was in front of the Captain once again. Apparently the entire exam or mission was just a Genjutsu. The Anbu Captain who proctored it wanted to see if he had what it took to become an Anbu and judging by how Genshu acted within this Genjutsu, he was acknowledged as a full-fledged Anbu by his peers. Up until now Genshu has served the Village and the new Anbu sennin without question, and completed several missions.
The Shadow Veteran
HP: (50+lvl) x stamina
CP: (50+lvl) x chakra control
Class Bonus: +2 Critical Range
High: Ninjutsu Accuracy
Average: Evasion, Save, and Ranged Accuracy
Low: Melee Accuracy and Genjutsu D.C
Agility: 600/600
Stamina: 600/600
Ninjutsu: 600/600
Taijutsu: 600/600
Genjutsu: 600/600
Chakra Control: 600/600
Bloodline: 294%
Banked Points: 266
Non-Elemental
Transformation (Master)
Body Switch (Master)
Combination Transformation (Master)
Crystal Eye (Master)
Contract Summoning (Master)
Stunt Double (Master)
Elemental Clone (Master)
Barrier (Master)
Shadow Shuriken Replication (Master)
Energy Transfer (Master)
Stardust Nova (Master)
Gate of Enma (Master)
Rasengan (Master)
Basic Summoning (Master)
Lighting Ninjutsu:
Storm Bolt (Master)
Thunderfist (Master)
Thunderclap (Master)
Electroshock (Master)
Electrocution (Master)
Zeus Flash (Master)
Lighting Turrent (Master)
Thunderstruck (Master)
Volt Charge (Master)
Fire Ninjutsu:
Infernal Ember (Master)
Thermal Maw (Master)
Fireball (Master)
Immolation Armor (Master)
Combustive Seal (Master)
Dragon Fire (Master)
Searing Eruption (Master)
Scalding Ashe Cloud (Master)
Heat Wave (Master)
Infernal Hellfire (Master)
Firestorm (Master)
Spontaneous Combustion (Master)
Ring of Fire(Master)
Dragon Flame Bomb (Master)
Sol Fire Tempest (Master)
Abysmal Harbinger (Master)
Flame Shield (Master)
Earth:
Stone Bullet (Master)
Gravel Shift (Master)
Earth Flow River (Master)
Sinkhole Fist (Master)
Mud Clone (Master)
Inner earth reflection lure (Master)
Earth Flow Wave (Master)
Rock Golem (Master)
Earth Coating (Master)
Bedrock Coffin (Master)
Weighted Rock Technique (Master)
Earth Spiker (Master)
Antilion Sinkhole (Master)
Fist of Gaia (Master)
Earthen Magnitude (Master)
Earthslide Wall (Master)
Petrification (Master)
Taijutsu - Unarmed
The One two (Master)
Janken (Master)
Low Sweep (Master)
Nara
[fontsize="12"]A rather odd, yet unique clan native to the Fire country, those of the Nara clan are gifted with two unique mental traits that surpass all other shinobi; their uncanny Intelligence that can easily be higher and sharper than Multiple shinobi combined...and their incredible laziness when it comes down to putting forth any amount of work or energy. The Nara are undeniably some of the sharpest geniuses in the world, their minds thinking both swiftly and possessing the ability to think multiple lines of thoughts simultaneously and have each arrive to conclusions faster than normal shinobi can process one thought. Yet, their laziness seems to be a birthright just as much as their intelligence, and the Nara have absolutely no motivation other than napping under the clouds all day. their abilities aren't simply limited to being Mental; Each possesses the ability to use a special type of jutsu that involves manipulating the shadows of themselves and their environment to a variety of effects.
Note: All Nara Techniques are considered Shadow Element.
14% - Slippery Mind (Rank One)
28% - Nara Strategy (Rank One), Shadow Bend (Rank One)
42% - Shadow Possession (Rank One), Â Slippery Mind (Rank Two)
56% - Displacement Shade (Rank One), Shadow Tactics (Rank One)
70% - Shadow Possession (Rank Two)
84% - Shadow Neck Bind (Rank One)
98% - Shadow Constriction (Rank One), Slippery Mind (Rank Three)
112% - Shadow Tactics (Rank Two)
126% - Shadow Bend (Rank Two)
140% - Displacement Shade (Rank Two), Shadow Possession (Rank Three)
154% - Shadow Neckbind (Rank Two), Nara Strategy (Rank Two)
168% - Shadow Constriction (Rank Two)
182% - Displacement Shade (Rank Three)
196% - Shadow Bend (Rank Three), Shadow Threads (Rank One)
210% - Shadow Constriction (Rank Three), Negative Space (Rank One)
224% - Shadow Tactics (Rank Three), Shadow Threads (Rank Two)
238% - Shadow Neckbind (Rank Three), Nara Strategy (Rank Three)
252% - Shadow Threads (Rank Three)
266% - Shadow Dimension (Rank One)
280% - Negative Space (Rank Two)
294% - Shadow Dimension (Rank Two)
---
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 1: +1 Gen Save and Awareness.
Rank 2: +1.5 Gen Save and Awareness.
Rank 3: +2 Gen Save and Awareness.
Notes:
- At all ranks, all penalties from genjutsu are reduced by 1 debuff or 5%.
---
Shadow Tactics - Passive</I></U><i></i>
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 1: +5% Damage while in shade. While maintaining a bind or resting, they gain +1% HP/CP per round.
Rank 2: +5% Damage, +.5 Accuracy while in shade. While maintaining a bind or resting, they gain +2% HP/CP per round
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 1: May convert Fire and Water Jutsu into Shadow by paying an additional 20% Chakra Cost.
Rank 2: May convert Fire and Water Jutsu into Shadow by paying an additional 10% Chakra Cost.
Rank 3: May convert Fire and Water Jutsu into Shadow at no extra cost.
Notes:
- 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.
---
<U>Nara Strategy - <I>Passive<i></i>
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 1: The Nara is treated as if having the Strategy Ability
Rank 2: Strategy now has +1 prepared slot available.
Rank 3: Strategy now has +2 prepared slots available.
Notes:
- Strategy does not count towards their ability Limit.
---
Shadow Possession- Shadow Binding Technique<i></i>
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 1: Binds a single target at -4 Accuracy
Rank 2: Binds up to two targets at -3.5 Accuracy.
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<i></i>
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 1: Strangles a bound enemy with shadows, dealing 1490 Dmg/Rnd.
Rank 2: Strangles a bound enemy with shadows, dealing 1860 Dmg/Rnd.
Rank 3: Strangles a bound enemy with shadows, dealing 2230 Dmg/Rnd.
Costs:
Rank 1 Cost: 2 AP, 450 Cp to Initiate per target, 225 Cp/Rnd per target.
Rank 2 Cost: 2 AP, 560 Cp to Initiate per target, 280 Cp/Rnd per target.
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<i></i>
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 1: Creates 3 hands of shadows that attempt to grab a target each at -2 Accuracy.
Rank 2: Creates 4 hands of shadows that attempt to grab a target each at -1.5 Accuracy.
Rank 3: Creates 4 hands of shadows that attempt to grab a target each at -1 Accuracy.
Cost: 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. Once it has been cast the user may move as normal.
---
Displacement Shade - Activated Passive<i></i>
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 1: The Nara can delay a Ninjutsu up to one round, to be used from their shadow at a later point.
Rank 2: The Nara can delay a Ninjutsu up to two rounds, to be used from their shadow at a later point.
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.
Cost: +20% Ap and +15% Cp per round Delayed. 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<i></i>
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 1: Creates 6 threads that spear the enemy, each dealing 295 piercing damage at +2 Accuracy. Instead of spearing a target, A thread may bind them, inflicting a -.5 dodge/accuracy penalty plus -.5 dodge/accuracy for each thread beyond the first that catches them.
Rank 2: Creates 7 threads that spear the enemy, each dealing 315 piercing damage at +2 Accuracy. Instead of spearing a target, A thread may bind them inflicting a -1 dodge/accuracy penalty plus -.5 dodge/accuracy for each thread beyond the first that catches them.
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/accuracy for each thread beyond the first that catches them.
Costs:
Rank 1 Cost: 2.5 AP, 640 Cp to Initiate, 50 Cp/Rnd per thread.
Rank 2 Cost: 2.5 AP, 800 Cp to Initiate, 55 Cp/Rnd per thread.
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<i></i>
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 eye's 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.
b]Rank 1:[/b] Causes a target to see the Nara fade into shadows and away from view. The Nara is treated as if in Stealth Mode until their next attack. After they have made an attack they are no longer in stealth. At the end of the round, the user gains a +2 Stealth bonus to a stealth check.
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 until their next attack. After they have made an attack they are no longer in stealth. At the end of the round, the user gains a +3 Stealth bonus to a stealth check.
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.
- Requires a Genjutsu DC check at the start of each round.
- Should the victim succeed in a stealth check, they gain +2 Gen Save to the next round's Genjutsu check.
---
Shadow Dimension - Shadow Void Jutsu<i></i>
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.
Costs:
Rank 1: 3 AP, 2200 chakra to initiate, 1050 Cp/Rnd to maintain.
Rank 2: 3 AP, 2750 chakra to initiate, 1300 CP/Rnd to maintain.
Notes:
- 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.[/fontsize]
Age: 22
Rank: Anbu
Gender: Male
Physical - Genshu has long black hair for a man that he normally ties up and hides under one of his hoods. While working he hides his face with a hood or mask. Generally he wears light colored clothing with a hood and thick but flexible padding. His eyes are blue and his skin is naturally tan. Occasionally he lets his beard grow out.
Mental - Genshu is a very preserved person who prefers to relax than to do anything else. He can be the kindest, nicest, most friendly person in the world, but when needed he can be the most deadly, cruelest and merciless person you’d ever meet. He has a kind heart and does his best to help anyone no matter what harm may come to him, but at the same time he likes to give things thought and act only when he’s prepared to handle any situation. When wearing his Anbu Disguise, he can be a man of few words. But when he’s relaxing with family and friends he has a lot to say. When he has made up his mind, almost nothing can change it. He can be very adamant in his decisions so some say he is more stubborn than a mule.
History:
At birth, Genshu’s fate had already been decided for him by his father. Sude Ousatsu thought that since he only had one son, that son should do something more than just serve Kumogakure as a normal Shinobi. Because of that, Genshu would be raised to become one of the village’s Anbu. From the time he could walk, Ousatsu had Genshu practicing stealth techniques and began teaching him how to hold his tongue and stop himself from talking, even if he was being tortured. On his fifth birthday, Genshu began training with the older generations of the sude clan. For five years, he fought to survive through their grueling practices. He had to hunt for his own food, strip the animals corpses of whatever he could cook and figure out which parts of the animal he could eat, and which parts he couldn’t, all on his own. Eventually the survival training had been completed, and it was time for combat training. At first with his cousins, only soon realize how much stronger he was than them. When none of them could challenge him, the adults began stepping up to him one at a time. As his training partners got stronger, so did he. No matter who he trained with, he quickly surpassed them or learned their fighting habits and out smarted them. Some of his clansmen even began calling him a genius child.
Once he turned ten years old and graduated his clans training, he entered into the village’s academy. It was here that he could begin to see the fruits of his labor. From the start, he was the strongest in his class and none of the other students could compare to his skills. His ninjutsu skills were exceptional, while he had next to no Taijutsu skills and no Genjutsu skills at all. It was here in the academy where he went through several classes about Stealth, Ninjutsu, and advanced strategies. For a young Nara child of demonic decent, these things just came very natural to him, but taking the extra classes helped progress his skills even further. After about a year at the academy, he graduated after proving his Basic skills and passing his Genin exam. Around this time, he did everything he possibly could to get noticed by the village’s Anbu. With time, he was invited into the Branch and taught the basics. Whenever he wasn’t doing Anbu duty, he spent his time out on missions serving as a regular Shinobi.
On one of these missions, about this time, he would save one of his cousins life by kicking them out of the way of an attack. Although this caused him to take a thrust from short sword to the rib cage, he quickly pulled his Axe and began bashing the enemy’s skull in. Little did he know at that time that the cousin he saved would eventually cause the clan to suffer under his tyrant like reign. With time, he adapted to the lifestyle of an Anbu and began going on a series “secret” missions that would eventually lead to the death of his Anbu mentor. From there, he’d go around the Anbu field and taught several different techniques, tricks, and skill sets. Once he turned fifteen years old and completed more than a dozen Anbu missions, he was given his Anbu exam. Appearing before one of the Anbu captains, almost as if things had happened instantly, he was sent out on a mission to capture a criminal.
After locating the man, he infiltrated a base camp, and proceeded to struggle against the man while trying to restrain him for capture. Later he would be knocked on conscious, tied up, and interrogated. For hours, the tortured him with as much physical pain and punish as he could, but not once did he reveal any information about Kumogakure and the Anbu branch. Next thing he knew, he was in front of the Captain once again. Apparently the entire exam or mission was just a Genjutsu. The Anbu Captain who proctored it wanted to see if he had what it took to become an Anbu and judging by how Genshu acted within this Genjutsu, he was acknowledged as a full-fledged Anbu by his peers. Up until now Genshu has served the Village and the new Anbu sennin without question, and completed several missions.
The Shadow Veteran
HP: (50+lvl) x stamina
CP: (50+lvl) x chakra control
Class Bonus: +2 Critical Range
High: Ninjutsu Accuracy
Average: Evasion, Save, and Ranged Accuracy
Low: Melee Accuracy and Genjutsu D.C
Agility: 600/600
Stamina: 600/600
Ninjutsu: 600/600
Taijutsu: 600/600
Genjutsu: 600/600
Chakra Control: 600/600
Bloodline: 294%
Banked Points: 266
Non-Elemental
Transformation (Master)
Body Switch (Master)
Combination Transformation (Master)
Crystal Eye (Master)
Contract Summoning (Master)
Stunt Double (Master)
Elemental Clone (Master)
Barrier (Master)
Shadow Shuriken Replication (Master)
Energy Transfer (Master)
Stardust Nova (Master)
Gate of Enma (Master)
Rasengan (Master)
Basic Summoning (Master)
Lighting Ninjutsu:
Storm Bolt (Master)
Thunderfist (Master)
Thunderclap (Master)
Electroshock (Master)
Electrocution (Master)
Zeus Flash (Master)
Lighting Turrent (Master)
Thunderstruck (Master)
Volt Charge (Master)
Fire Ninjutsu:
Infernal Ember (Master)
Thermal Maw (Master)
Fireball (Master)
Immolation Armor (Master)
Combustive Seal (Master)
Dragon Fire (Master)
Searing Eruption (Master)
Scalding Ashe Cloud (Master)
Heat Wave (Master)
Infernal Hellfire (Master)
Firestorm (Master)
Spontaneous Combustion (Master)
Ring of Fire(Master)
Dragon Flame Bomb (Master)
Sol Fire Tempest (Master)
Abysmal Harbinger (Master)
Flame Shield (Master)
Earth:
Stone Bullet (Master)
Gravel Shift (Master)
Earth Flow River (Master)
Sinkhole Fist (Master)
Mud Clone (Master)
Inner earth reflection lure (Master)
Earth Flow Wave (Master)
Rock Golem (Master)
Earth Coating (Master)
Bedrock Coffin (Master)
Weighted Rock Technique (Master)
Earth Spiker (Master)
Antilion Sinkhole (Master)
Fist of Gaia (Master)
Earthen Magnitude (Master)
Earthslide Wall (Master)
Petrification (Master)
Taijutsu - Unarmed
The One two (Master)
Janken (Master)
Low Sweep (Master)
Nara
[fontsize="12"]A rather odd, yet unique clan native to the Fire country, those of the Nara clan are gifted with two unique mental traits that surpass all other shinobi; their uncanny Intelligence that can easily be higher and sharper than Multiple shinobi combined...and their incredible laziness when it comes down to putting forth any amount of work or energy. The Nara are undeniably some of the sharpest geniuses in the world, their minds thinking both swiftly and possessing the ability to think multiple lines of thoughts simultaneously and have each arrive to conclusions faster than normal shinobi can process one thought. Yet, their laziness seems to be a birthright just as much as their intelligence, and the Nara have absolutely no motivation other than napping under the clouds all day. their abilities aren't simply limited to being Mental; Each possesses the ability to use a special type of jutsu that involves manipulating the shadows of themselves and their environment to a variety of effects.
Note: All Nara Techniques are considered Shadow Element.
14% - Slippery Mind (Rank One)
28% - Nara Strategy (Rank One), Shadow Bend (Rank One)
42% - Shadow Possession (Rank One), Â Slippery Mind (Rank Two)
56% - Displacement Shade (Rank One), Shadow Tactics (Rank One)
70% - Shadow Possession (Rank Two)
84% - Shadow Neck Bind (Rank One)
98% - Shadow Constriction (Rank One), Slippery Mind (Rank Three)
112% - Shadow Tactics (Rank Two)
126% - Shadow Bend (Rank Two)
140% - Displacement Shade (Rank Two), Shadow Possession (Rank Three)
154% - Shadow Neckbind (Rank Two), Nara Strategy (Rank Two)
168% - Shadow Constriction (Rank Two)
182% - Displacement Shade (Rank Three)
196% - Shadow Bend (Rank Three), Shadow Threads (Rank One)
210% - Shadow Constriction (Rank Three), Negative Space (Rank One)
224% - Shadow Tactics (Rank Three), Shadow Threads (Rank Two)
238% - Shadow Neckbind (Rank Three), Nara Strategy (Rank Three)
252% - Shadow Threads (Rank Three)
266% - Shadow Dimension (Rank One)
280% - Negative Space (Rank Two)
294% - Shadow Dimension (Rank Two)
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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 1: +1 Gen Save and Awareness.
Rank 2: +1.5 Gen Save and Awareness.
Rank 3: +2 Gen Save and Awareness.
Notes:
- At all ranks, all penalties from genjutsu are reduced by 1 debuff or 5%.
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Shadow Tactics - Passive</I></U><i></i>
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 1: +5% Damage while in shade. While maintaining a bind or resting, they gain +1% HP/CP per round.
Rank 2: +5% Damage, +.5 Accuracy while in shade. While maintaining a bind or resting, they gain +2% HP/CP per round
Rank 3: +10% Damage, +1 Accuracy while in shade. While maintaining a bind or resting, they gain +3% HP/CP per round.
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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 1: May convert Fire and Water Jutsu into Shadow by paying an additional 20% Chakra Cost.
Rank 2: May convert Fire and Water Jutsu into Shadow by paying an additional 10% Chakra Cost.
Rank 3: May convert Fire and Water Jutsu into Shadow at no extra cost.
Notes:
- 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.
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<U>Nara Strategy - <I>Passive<i></i>
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 1: The Nara is treated as if having the Strategy Ability
Rank 2: Strategy now has +1 prepared slot available.
Rank 3: Strategy now has +2 prepared slots available.
Notes:
- Strategy does not count towards their ability Limit.
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Shadow Possession- Shadow Binding Technique<i></i>
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 1: Binds a single target at -4 Accuracy
Rank 2: Binds up to two targets at -3.5 Accuracy.
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.
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Shadow Neck Bind - Shadow Strangulation Jutsu<i></i>
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 1: Strangles a bound enemy with shadows, dealing 1490 Dmg/Rnd.
Rank 2: Strangles a bound enemy with shadows, dealing 1860 Dmg/Rnd.
Rank 3: Strangles a bound enemy with shadows, dealing 2230 Dmg/Rnd.
Costs:
Rank 1 Cost: 2 AP, 450 Cp to Initiate per target, 225 Cp/Rnd per target.
Rank 2 Cost: 2 AP, 560 Cp to Initiate per target, 280 Cp/Rnd per target.
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.
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Shadow Constriction - Shadow Restraining Technique<i></i>
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 1: Creates 3 hands of shadows that attempt to grab a target each at -2 Accuracy.
Rank 2: Creates 4 hands of shadows that attempt to grab a target each at -1.5 Accuracy.
Rank 3: Creates 4 hands of shadows that attempt to grab a target each at -1 Accuracy.
Cost: 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. Once it has been cast the user may move as normal.
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Displacement Shade - Activated Passive<i></i>
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 1: The Nara can delay a Ninjutsu up to one round, to be used from their shadow at a later point.
Rank 2: The Nara can delay a Ninjutsu up to two rounds, to be used from their shadow at a later point.
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.
Cost: +20% Ap and +15% Cp per round Delayed. 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.
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Shadow Threads - Shadow Jutsu<i></i>
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 1: Creates 6 threads that spear the enemy, each dealing 295 piercing damage at +2 Accuracy. Instead of spearing a target, A thread may bind them, inflicting a -.5 dodge/accuracy penalty plus -.5 dodge/accuracy for each thread beyond the first that catches them.
Rank 2: Creates 7 threads that spear the enemy, each dealing 315 piercing damage at +2 Accuracy. Instead of spearing a target, A thread may bind them inflicting a -1 dodge/accuracy penalty plus -.5 dodge/accuracy for each thread beyond the first that catches them.
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/accuracy for each thread beyond the first that catches them.
Costs:
Rank 1 Cost: 2.5 AP, 640 Cp to Initiate, 50 Cp/Rnd per thread.
Rank 2 Cost: 2.5 AP, 800 Cp to Initiate, 55 Cp/Rnd per thread.
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.
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Negative Space - Shadow Genjutsu<i></i>
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 eye's 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.
b]Rank 1:[/b] Causes a target to see the Nara fade into shadows and away from view. The Nara is treated as if in Stealth Mode until their next attack. After they have made an attack they are no longer in stealth. At the end of the round, the user gains a +2 Stealth bonus to a stealth check.
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 until their next attack. After they have made an attack they are no longer in stealth. At the end of the round, the user gains a +3 Stealth bonus to a stealth check.
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.
- Requires a Genjutsu DC check at the start of each round.
- Should the victim succeed in a stealth check, they gain +2 Gen Save to the next round's Genjutsu check.
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Shadow Dimension - Shadow Void Jutsu<i></i>
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.
Costs:
Rank 1: 3 AP, 2200 chakra to initiate, 1050 Cp/Rnd to maintain.
Rank 2: 3 AP, 2750 chakra to initiate, 1300 CP/Rnd to maintain.
Notes:
- 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.[/fontsize]