Character Creation Approval
Name: Samsara, Saito
Age: 11
Gender: Male (he/him/they/them)
Alignment: Neutral Good
Languages: Common
Appearance: Saito stands at about 4'11", with a dusky brown skintone and blue-green eyes that change color depending on the light. A shock of thick, straight, unruly silver-white hair tops an attractive, angular face with high cheekbones and a strong jawline.
Personality: Saito is a quiet, intelligent boy, a definite introvert who can generally be found in his own little world framed by music, studies, and training. Though he's a natural loner, he is still quite friendly and easily slips into and out of his peers' social circles. He is light-hearted, works hard, moves through difficult situations with a positive attitude, and does his best to resolve disagreements and threats with minimal violence.
Character History: Memories of a kind, strong mother and a wise, powerful father come to him in his dreams or hover just outside of his consciousness. Stealthy travel at night while not much more than a toddler, clinging to his father's back as his parents jumped and wove through shadowy trees, the ever-present sense of danger nipping at their heels. Given into the care of priests of a shrine near the Eye of Raiden before they disappeared back into the night. The sense that he may never know love like that again, that his parents could be gone forever. That's all he remembers of his past before life at the shrine.
The priests were kind, helped him make his peace with his parents' likely fate, and made him family along with the shrine's other orphaned children. Saito showed a quick-witted determination and a very studious nature, dedicated to understanding the world and his place within it. Upon reading books about chakra and jutsu, the desire to train as a shinobi overwhelmed anything else. The priests resigned themselves and sent him to Kumogakure, where he takes his first real steps on the path of becoming a shinobi of the Hidden Cloud.
Name: Samsara, Saito
Age: 11
Gender: Male (he/him/they/them)
Alignment: Neutral Good
Languages: Common
Appearance: Saito stands at about 4'11", with a dusky brown skintone and blue-green eyes that change color depending on the light. A shock of thick, straight, unruly silver-white hair tops an attractive, angular face with high cheekbones and a strong jawline.
Personality: Saito is a quiet, intelligent boy, a definite introvert who can generally be found in his own little world framed by music, studies, and training. Though he's a natural loner, he is still quite friendly and easily slips into and out of his peers' social circles. He is light-hearted, works hard, moves through difficult situations with a positive attitude, and does his best to resolve disagreements and threats with minimal violence.
Character History: Memories of a kind, strong mother and a wise, powerful father come to him in his dreams or hover just outside of his consciousness. Stealthy travel at night while not much more than a toddler, clinging to his father's back as his parents jumped and wove through shadowy trees, the ever-present sense of danger nipping at their heels. Given into the care of priests of a shrine near the Eye of Raiden before they disappeared back into the night. The sense that he may never know love like that again, that his parents could be gone forever. That's all he remembers of his past before life at the shrine.
The priests were kind, helped him make his peace with his parents' likely fate, and made him family along with the shrine's other orphaned children. Saito showed a quick-witted determination and a very studious nature, dedicated to understanding the world and his place within it. Upon reading books about chakra and jutsu, the desire to train as a shinobi overwhelmed anything else. The priests resigned themselves and sent him to Kumogakure, where he takes his first real steps on the path of becoming a shinobi of the Hidden Cloud.
Name: Samsara Saito
OOC Rank: S-Rank
Character Level: 15
Custom Class:
Samsara Jinchuuriki Scholar-Monk
HP: (40+lvl) x stamina
CP: (50+lvl) x chakra control
Class Bonus: KINJUTSU OPTION, +1 accuracy
High: Ninjutsu Accuracy, Genjutsu DC
Average: Dodge, Genjutsu Save
Low: Melee Accuracy, Ranged Accuracy
Stats:
Agility: 600/600
Stamina: 600/600
Taijutsu: 600/600
Ninjutsu: 600/600
Genjutsu: 600/600
Chakra Control: 600/600
Power Level: 3600
Bloodline/Core Ability:
Kinjutsu:
OOC Rank: S-Rank
Character Level: 15
Custom Class:
Samsara Jinchuuriki Scholar-Monk
HP: (40+lvl) x stamina
CP: (50+lvl) x chakra control
Class Bonus: KINJUTSU OPTION, +1 accuracy
High: Ninjutsu Accuracy, Genjutsu DC
Average: Dodge, Genjutsu Save
Low: Melee Accuracy, Ranged Accuracy
Stats:
Agility: 600/600
Stamina: 600/600
Taijutsu: 600/600
Ninjutsu: 600/600
Genjutsu: 600/600
Chakra Control: 600/600
Power Level: 3600
Bloodline/Core Ability:
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 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 - 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
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 -6 Accuracy
Rank 2: Binds up to two targets at -5 Accuracy.
Rank 3: Binds up to three targets at -4 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 cannot move. They may however use Ninjutsu or Genjutsu that do not require handseals.
- The victim may pay 1 AP for a 15% Chance to Escape the bind.
- If the user attacks the victim then this bind is broken (with the victim receiving -3 Dodge to the attack). If the victim takes damage then this bind is dispelled.
- If the user takes more than 10% of their Max HP as damage from one attack then, this bind is dispelled.
- The user may use Shadow Neck Bind at 0 AP Timing while maintaining this bind. Shadow Neck Bind does not break this bind.
---
Shadow Neck Bind - Shadow Strangulation Jutsu</I><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.
- Each rank of this jutsu gives the victim a +20%/15%/10% chance of breaking free from Shadow Possession per rank of this jutsu used.
- 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.
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 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.
- This is classified as an Arena Jutsu.[/fontsize]
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 - 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
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 -6 Accuracy
Rank 2: Binds up to two targets at -5 Accuracy.
Rank 3: Binds up to three targets at -4 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 cannot move. They may however use Ninjutsu or Genjutsu that do not require handseals.
- The victim may pay 1 AP for a 15% Chance to Escape the bind.
- If the user attacks the victim then this bind is broken (with the victim receiving -3 Dodge to the attack). If the victim takes damage then this bind is dispelled.
- If the user takes more than 10% of their Max HP as damage from one attack then, this bind is dispelled.
- The user may use Shadow Neck Bind at 0 AP Timing while maintaining this bind. Shadow Neck Bind does not break this bind.
---
Shadow Neck Bind - Shadow Strangulation Jutsu</I><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.
- Each rank of this jutsu gives the victim a +20%/15%/10% chance of breaking free from Shadow Possession per rank of this jutsu used.
- 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.
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 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.
- This is classified as an Arena Jutsu.[/fontsize]
Kinjutsu:
Kinjutsu Table
Prerequisites: Kinjutsu Application, 3 Ability Slots, B Rank, Chosen Element Minored
Effects<i></i>
- When applying for this Kinjutsu, the user chooses any Base or Advanced element of Ninjutsu to be the affinity of their possessing spirit. This element may not be changed while the user retains the Kinjutsu.
- The user also chooses, upon application, their inner spirit's Alignment, whether it be Holy<i></i>, Cursed<i></i>, or Spiritual<i></i>. All of their Jinchuuriki techniques are treated as this Alignment. The user is treated as their Alignment when using the Elemental Manifestation ability, and all of their chosen element attacks in that state are as well.
- When the user casts Ninjutsu of their chosen element, they do not require handseals. (This does not apply to Advanced Elements using the chosen element as a base, if the user chooses a base element.) They are also treated as having a Major Affinity to this element regardless of the number of jutsu they have in it. If an Advanced Element is chosen, this element will not count towards their 'Advanced Element' slots.
- All Jinchuuriki techniques do not require handseals, and are treated as their chosen element. However, they still cannot be used with Affinity Moves.
Note:
- Unlike the series, this Kinjutsu refers to demons and spirits in general, not Bijuu. While this spirit can be made freely, this spirit cannot be a tailed beast in any way or form. Expect an Auto-denial if you mention any form of Bijuu with this.[/quote]
- Aura Strike (Ability)
- Elemental Manifestation (Ability)
- Daunt (B-Rank Technique)
- Elemental Shockwave (B-Rank Technique)
- Life Corrosion (A-Rank Technique)
- Vanishing World (S-Rank Technique)
Prerequisites: Kinjutsu Application, 3 Ability Slots, B Rank, Chosen Element Minored
Effects<i></i>
- When applying for this Kinjutsu, the user chooses any Base or Advanced element of Ninjutsu to be the affinity of their possessing spirit. This element may not be changed while the user retains the Kinjutsu.
- The user also chooses, upon application, their inner spirit's Alignment, whether it be Holy<i></i>, Cursed<i></i>, or Spiritual<i></i>. All of their Jinchuuriki techniques are treated as this Alignment. The user is treated as their Alignment when using the Elemental Manifestation ability, and all of their chosen element attacks in that state are as well.
- When the user casts Ninjutsu of their chosen element, they do not require handseals. (This does not apply to Advanced Elements using the chosen element as a base, if the user chooses a base element.) They are also treated as having a Major Affinity to this element regardless of the number of jutsu they have in it. If an Advanced Element is chosen, this element will not count towards their 'Advanced Element' slots.
- All Jinchuuriki techniques do not require handseals, and are treated as their chosen element. However, they still cannot be used with Affinity Moves.
Note:
- Unlike the series, this Kinjutsu refers to demons and spirits in general, not Bijuu. While this spirit can be made freely, this spirit cannot be a tailed beast in any way or form. Expect an Auto-denial if you mention any form of Bijuu with this.[/quote]
Aura Strike - Kinjutsu Ability<i></i>
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The elemental energy that suffuses a Jinchuuriki lends itself strongly to their every movement, colouring how they attack. This energy can be channeled into attacks that other ninja would have to perform at close range with their own bodies. Using their physical techniques this way gives the Jinchuuriki an edge that can be deadly.
Information
Prerequisites: Jinchuuriki
Effect: All actions the user would take with Melee Accuracy instead use Ninjutsu Accuracy. Attacks changed this way are treated as the user's chosen element and recieve all buffs it would to damage, CP cost reduction, and accuracy. Transformed attacks also gain the benefits of the user's Alignment when Elemental Manifestation is active.
Note:
- Checks that normally would use Melee Accuracy are also changed into Ninjutsu Checks instead.
- If the attack being used is a Ninjutsu (one of those which uses Melee Accuracy) of a different element than the user's chosen element, it still gains the buffs but does not gain the benefit of being cast without handseals.
- Melee Taijutsu still gain the benefit of their weapon's augments, accuracy modifier, and damage modifier, as well as fringe benefits to their specific weapon type (such as Weapon Mastery). However, any buffs to Melee in general are ignored in favour of the new ones.
- Attacks transformed by this ability still count as melee contact.
Elemental Manifestation - <I>Kinjutsu Ability<i></i>
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The way to determine if you are fighting a Jinchuuriki is their capability to unleash their inner spirit's power, making clear their elemental energy and sheer strength in it. The further they sink into their spirit's power, the more adept they become at handling their element. However, there is a cost--maintaining that level of balance and control between their own power and their possessing spirit's takes a direct toll on their bodies.
Information
Prerequisites: Jinchuuriki
Effect: The user gains three Stages of Elemental Manifestation that they can access. Each Stage is more powerful than the last but lasts for a shorter period of time during battle. The effects of each Stage are cumulative.
Stage 1 - Elemental Cloak: User generates an "elemental cloak" of chakra that surrounds their body. The elemental cloak acts like a barrier that protects the user from the first (50 x Character Level) Non-Illusionary damage dealt to them. The user's elemental cloak returns to it's maximum HP at the end of each round even if it was destroyed.
Stage 2 - Partial Transformation: User's physical form partially transforms into that of their sealed spirit. This grants a bonus of +2 Accuracy and Dodge and increases the damage of their chosen element by 10%.
Stage 3 - Full Transformation: When the user casts Ninjutsu of their chosen element the CP cost is reduced to 0.
Stage 1 lasts for three rounds, Stage 2 for two rounds and Stage 3 for one round and the user must wait two rounds in between activations.
Costs: 1 AP and 2% Maximum HP per stage activated
Note:
- Effects from other Jinchuuriki jutsu which trigger a Stage of Elemental Manifestation do not count as an activation of Elemental Manifestation. If the user activates Elemental Manifestation and another effect would trigger a Stage of Elemental Manifestation then the duration of that effect is simply added to the remaining duration of the user's activation.
- Elemental Manifestation is not a maintained effect. It is triggered and lasts for the listed duration.
- Elemental Manifestation - Stage 1 does not prevent the user from attacking or moving. It simply protects the user from damage.
- While in any stage of Elemental Manifestation, the user is considered to be of their chosen Alignment, and all attacks of their chosen element are also treated as such. This overrides other Alignment effects the user has.
- All costs for Elemental Manifestation are cumulative per stage; activating Stage 3 would take 3 AP and 6% Max HP.
- Elemental Manifestation cannot be activated in any way if the user has a Cursed Seal active. Likewise, the user cannot activate a Cursed Seal while Elemental Manifestation is active.
Daunt - <I>B-Rank Ninjutsu<i></i>
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The overwhelming power if a Jinchuuriki can be hard to oppose, and at no time harder than when they choose to levy it deliberately that way. A Jinchuuriki is capable of focusing their strength into a fear aura, blasting opponents in the area with it to rattle their senses. This tends to leave their enemies shaken and unfocused, rendering them much easier prey.
Information
Prerequisites: Jinchuuriki
Rank 1: Affects one target at -4 Accuracy. If hit the target is bound and cannot move.
Mastered: Affects one target at -4 Accuracy. If hit the target is bound cannot move or use chakra.
Special Action - Terror Burst: At no additional AP cost the user may have Daunt affect every participant in the battle for one full round at -5 Accuracy rather than the normal effects. Using Terror Burst requires one round in between uses and increases both the initial CP and maintain costs of Daunt by 20%.
Rank 1 Cost: 730 CP, 365 CP/rnd
Mastered Cost: 910 CP, 455 CP/rnd
Note:
- Lasts up to 2 rounds or until broken.
- Daunt targets each participant's Genjutsu Save using the user's Ninjutsu Accuracy. Each time a participant is targeted with Daunt they gain +1 Genjutsu Save against subsequent uses of it. This stacks indefinitely but cannot exceed caps.
- Does not effect those with the ability Fearless or who are otherwise immune to fear effects.
- Targets have a 30% chance to escape per every 2 AP they attempt to use.
- The bind is broken if the user takes 10% of their max HP in damage in a single round or the victim is attacked (victim suffers -3 Dodge against the attack).
- Even if the user is not in any stage of Elemental Manifestation, this is considered the user's chosen Alignment. The user gains +1 to their Ninjutsu Accuracy against targets of the Alignment theirs is strong to and -1 against targets their Alignment is weak to.
Elemental Shockwave - B-Rank Ninjutsu<i></i>
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The simplest expression of a Jinchuuriki's elemental powers is a simple blast of energy. Washing over the battlefield and smashing through opponents, it nonetheless can contain a subtle trick that opponents can be surprised to discover. If they think they are capable of hiding or disguising themselves to escape the wrath of a Jinchuuriki, the Jinchuuriki can simply reply 'not today' and hit them with this.
Information
Prerequisites: Jinchuuriki
Rank 1: Deals 1600 damage to two targets.
Mastered: Deals 2000 damage to three targets.
Special Action - Unmask: The user may sacrifice 10% of this jutsu's base damage in order to deactivate any effects on the target that make it more difficult for the user to target them. (Including but not limited to all forms of Transformation, Clones, Inner Earth Reflection Lure, etc.) This effect requires a full hit to activate.
Rank 1 Cost: 730 CP
Mastered Cost: 910 CP
Note:
- This attack is always treated as the user's chosen element and Alignment, and always receives all relevant buffs based on both.
- Unmask can only be used if the user has Elemental Manifestation active. If the user is in Stage 1, they must make a Ninjutsu Check at -2 in order for the effect to occur. If they are in Stage 2, the check is made at +0. If they are in Stage 3, the effect becomes automatic on a full hit.
Life Corrosion - A-Rank Ninjutsu<i></i>
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For anyone who is not the Jinchuuriki, the chakra of their possessing spirit can be incredibly toxic. They are capable of taking advantage of this in combat, leveraging their power to corrode and warp their targets' bodies. Anyone who touches the Jinchuuriki or is touched by them while they are radiating this chakra will suffer from it harshly.
Information
Prerequisites: Jinchuuriki, A-Rank
Rank 1: Deals 1% Max HP and CP damage to anyone coming in Melee Contact with the user while this technique is active. Upon suffering this damage, the user makes a Ninjutsu Check against the target. If the check succeeds, the target is afflicted with Partial Corrosion for one full round.
Mastered: Deals 1% Max HP and CP damage to anyone coming in Melee Contact with the user while this technique is active. Upon suffering this damage, the user makes a Ninjutsu Check against the target. If the check succeeds, the target is afflicted with Corrosion for one full round.
Special Action - Life Burn: For the cost of 3% of their Max HP/rnd, the user may have Partial Corrosion/Corrosion deal their damage for each of the victims' maintains as well. Damage is dealt at the beginning of the round. This may only affect up to three maintains per affected target, and must be stated when this jutsu is activated.
Rank 1 Cost: 2200 CP, 1100 CP/rnd to maintain
Mastered Cost: 2750 CP, 1275 CP/rnd to maintain
Note:
- Cannot be maintained for longer than three rounds, and requires a full round of cooldown between uses.
- Partial Corrosion deals 1% Max HP and CP damage for every action the victim takes.
- Corrosion deals 1% Max HP and CP damage for every 1 AP the victim uses.
- Targets cannot be affected by Partial Corrosion or Corrosion more than once at a time, nor have their timer of the drain reset, and gain +1 to their check against this technique each time they are affected after the first (after the initial effect wears off).
- Partial Corrosion and Corrosion do not stack.
- Even if the user is not in any stage of Elemental Manifestation, this is considered the user's chosen Alignment. Max HP/CP loss is not altered based on it, however, the user gains +1 to their Ninjutsu Check against targets of the Alignment theirs is strong to and -1 against targets their Alignment is weak to.
Vanishing World - S-Rank Ninjutsu<i></i>
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The ultimate attack of any Jinchuuriki, and the combination of both their and their possessing spirit's power. The user channels an enormous amount of both elemental and their spirit's power, syncing up to allow their spirit to fire it in a devastating attack capable of piercing nearly any defense.
Information
Prerequisites: Jinchuuriki, S-Rank, All other Jinchuuriki techniques Mastered
Mastered: Deals 7,200 base damage and the user must select one Special Action;
Special Actions:
- Strafing Blast: Attack may target up to three separate targets automatically. The first target selected is targeted at normal Accuracy, the second selected is targeted at -3 Accuracy and the third is targeted at -5 Accuracy.
- Menacing Charge: User may spend extra time charging Vanishing World which costs 3% of the user's Maximum CP each second (up to six seconds) and deals additional damage equal to half of the CP spent to charge the attack. This extra damage cannot be increased by any effects but is still subject to Damage Reduction.
- Local Devastation: Once cast the user automatically dispels any 'Arena' type effects. Vanishing World does not need to hit for this effect to occur; it transpires the moment that the jutsu is cast.
- Sudden Cruelty: Causes the attack's timing to be modded as though it only cost 2 AP and prevents it from being Auto-Dodged.
- Unstoppable Might: Dispels any physical or chakra binds currently affecting the user in addition to normal effects. May be used while bound.
- Elemental Powerup: After the attack, the user is placed into Elemental Manifestation - Stage 3 for one full round.
Cost: 4 AP and 4500 CP
Note:
- After completion, requires a three-round cooldown.
- This attack is always treated as the user's chosen element and Alignment, and receives all relevant bonuses and penalties based on both.
- This jutsu cannot be used with BL/CA/Contract Special Moves.
- 'Arena' effects are defined as any effect which requires a stat check to enter or leave.
Abilities:Inventory:0: Shinobi 101 - Thrown takes Ninjutsu Acc
0: Journeyman -- Main Branch
1: Weapon Mastery: Thrown
2: Weapon Mastery: Unarmed
3: Fire - Chakra Style
4: Unarmed - Physical Style
5: Initiative
6: Technical Pacifist
7: Called Shot
8: Combo Master
9 (Abilities Card): Quickdraw
10: KIN
11: KIN
12: KIN
13* Strategist (Nara)1: Prep Weapon 1, Aura of Shadows, with Serpent's Blood.
2: Prep Weapon 2, Living Shadows, with Serpent's Blood.
3: Prep Weapon 2, Living Shadows, with Twilight Venom.
4: Prep Weapon 3, Swirling Shadows, with Serpent's Blood.
5: Prep Weapon 3, Swirling Shadows, with Twilight Venom.
6: Prep Weapon 2, Living Shadows, to perform a Free Basic Attack.
7: Prep Weapon 2, Living Shadows, to perform a Free Basic Attack.1: Kawarimi Target
2: Smoke Bomb
3: Pouch (Poisons)
a: Lullaby Powder
b: Serpent's blood
c: Twilight Venom
d: Bloodrot
Weapons:Weapon 1: Aura of Shadows
Unarmed Weapon, Handsigns
+2 Acc, -10% dmg
Toxify
Razor Strike
Pressure
Weapon 2: Living Shadows
Thrown Weapon, Suppression
+2 Acc, -10% dmg
Toxify
Razor Strike
Quick Switch
Weapon 3: Swirling Shadows
Thrown Weapon, Suppression
+2 Acc, -10% dmg
Toxify
Razor Strike
Quick Switch
Weapon 4: Slicing Shadows
Thrown Weapon, Bleeding
+2 Acc, -10% dmg
Blood Rack
Special Composition (Shadow)
Wired
Weapon 5: Blending Shadows
Thrown Weapon, Handsigns
+2 Acc, -10% dmg
NO AUGMENTS
https://www.ninpocho.com/viewtopic.php?f=249&t=57006&p=302407#p302407Augments Purchased:
Jutsu List:EarthLightningWindFireWaterE Rank:
Infernal Ember [M]
Thermal Maw [M]
D Rank:
Fireball [M]
Immolation Armor [M]
Combustive Seal [M]
C Rank:
Dragon Fire [M]
Searing Eruption [M]
Scalding Ash Cloud [M]
Heat Wave [M]
B-Rank:
Infernal Hellfire [M]
Firestorm [M]
Spontaneous Combustion [M]
Ring of Fire [M]
A-Rank:
Dragon Flame Bomb [M]
Sol Fire Tempest [M]
Abysal Harbinger [M]
Flame Shield [M]
Non ElementalE Rank:
Body Switch[M]
Transformation [M]
D Rank:
Combination Transformation [M]
Cancel [M]
Crystal Eye [M]
Spirit Lantern [M]
C Rank:
Elemental Clone [M]
Stunt Double [M]
Jutsu Sealing [M]
One-Element Sealing [M]
Elemental Negation [M]
Barrier [M]
B Rank:
Rasengan [M]
A Rank:
Perfected Rasengan [M]
Stardust Nova
Shadow
Magnetic
ExplosionC-Rank:
Bang Bullet [M]
Explosive Touch [M]
Blast Wave [M]
B-Rank:
Atomic Blast [M]
A-Rank:
Meteor Aura
Big Bang Flash
Flare Execution
CrystalC-Rank:
Topaz Tempest [M]
Emerald Emitter [M]
B-Rank:
Goldstone Clutch [M]
Sapphire Storm[M]
A-Rank:
Diamond Cutter [M]
Amber Beacon [M]
Medical Jutsu
ANBU JutsuBludgeoning:
BuffingPiercing:ThrowingE Rank:
Stab [1]
Thrust [1]
Multi-Impale [1]
Piercing Rain [1]
D Rank:
Cross Pierce [1]
Impaling Counter [1]
Dynamic Poke [1]
Dynamic Pierce [1]
Defensive Thrust [1]
C Rank:
Outcry [1]
Iron Point Prison [1]
Clip Downpour [1]
Spiked Shield [1]
Feint Spike [1]
Pressure Pierce [1]
Outer Rim Breaker [1]ProjectileSlashingE Rank:
Curve Shot [1]
Raw Shot [1]
Unforeseen Strike [1]
Piercing Shot [1]
D Rank:
Venomous Sting [1]
Disillusion Shot [1]
Power Shot [1]
Quickshot [1]
Bounce Shot [1]
C Rank:
Critical Shot [1]
Snipe [1]
Scatter Shot [1]
Counter Shot [1]
Tracking Beacon [1]
Catapult Discharge [1]
Detonation Tip [1]UnarmedE Rank:
The One-Two [1]
Low Sweep[1]
Uncalled for Shot [1]
Janken [1]
D Rank:
4-Hit Combo [1]
Spinning Wind [1]
Dynamic Entry [1]
Dynamic Finish [1]
Nut Buster [1]
C Rank:
Dragon Assault [1]
Tiger Hook [1]
Step-in Flash [M]
Shoryuken [M]
Tatsumaki Senpuu Kyaku [1]
Roaring Combination [M]
Grapple [1]
A Rank:
Fist of Virtue [M]
Fist of Sin [M]
Visual GenjutsuKinetic GenjutsuAudial GenjutsuE Rank:
Hot Weapon [1]
Stun [1]
1000 Years of Pain [1]
D Rank:
Drunken Stupor [1]
Influenza [1]
Tickling [1]
Facepalm [1]
C Rank:
Mists of Deceit [1]
Crippled [M]
Masochism [1]
Silly Fingers [1]
Crossed Wires [1]
B Rank:
Lingering Spark [M]
Petrification [1]
A Rank:
Hemorrhagic Fever [M]
Tree Binding [1]Will GenjutsuE Rank:
Deception [M]
Favoritism [1]
Wasteful [1]
D Rank:
Trembling Music [1]
Pained Expressions [1]
Appreciation of Music [1]
Gong [1]
B Rank:
Prolong [1]E Rank:
Lethargy [M]
Tourniquet [1]
Intimidation [1]
D Rank:
Amnesia [1]
False Success [1]
Leaking Mind [1]
Sear of the Mind [1]
C Rank:
Untruth [M]
B Rank:
Slowed Perception [M]
Oblivious Rapture [1]