Shinkirō Unknown, and hidden amongst the populous as a wide spread organization.. Most of the beginnings of the Shinkirō (Lit. Mirage) are shrouded in intrigue and stealth. Relatively unknown due to the success of their nature, the Shinkirō emerged under the rule of Moriya Sansuro, deadly and vicious as a private guard and spies. Specializing in vanishing in plain sight and impersonation, they are artists of fast movement, blades and Fuuton, leaving those around them to think that they are nothing more than an illusion of their mind.
There is one thing however consistent with members of Shinkirō aside from their Fuuton Element, and that is the fact that they are fiercely loyal. Serving as the spies and guard for the current Nidaime Kazekage, Kowabari, the Shinkirō are one of his most devoted and supportive families. Rumors speak that’s the only reason they formally emerged, to show their support of both him, and Sansuro, often guaranteeing them a landslide vote – as no one has ever been able to properly establish the size of the Shinkirō, as not all of the Shinkirō ever completely break cover often spending their entire lives impersonating another living being.
Shinkirō Clan AbilitiesRite of BloodCore AbilityLoyal, and proud even when undercover, at a young age the Shinkiro are inducted into the family, either orphans or born. They are bound to the Head of the Clan by a secret art that allows them to identify each other – or for the Head of the Clan to hunt those who have betrayed them. The Blood is said to be that of a mythical creature once composed of chakra. Regardless, whatever is in the blood is a power that allows them to change the color of their skin, hair and facial features. Those whom specialize in this art are even able to change their height, weight, hair length and visible age.Base I: Character may Stealth for free +
3 Chakra Stealth.
Upgrade I: +
5 Chakra Stealth.
Upgrade II: +
8 Chakra Stealth.
Note: A Shinkiro of Higher or Equal Level can identify another Shinkiro.
Note: At Level 30 with Upgrade II Player may make a copy of their character with a different appearance and name.Ancient TraditionsAble to blend in effortlessly in the crowd, one too must be able to hide the blade one uses to slaughter their foes. All Shinkiro are capable of being bound with the wind, and it is their only identifying trait if they do – as any who grow up in the clan can learn to call upon the wind to form their unique weapon, the Windblade.Base I: Must Take Fuuton Element as Normal Element. Gain Windblade*. +0 Kenjutsu Rolls OR +1 Fuuton Rolls
Upgrade I: +1 Kenjutsu Rolls OR +2 Fuuton Rolls
Upgrade II: +2 Kenjutsu Rolls OR +3 Fuuton Rolls
Note: Windblade is considered to be available at all times to the User provided they are conscious, and is a free action to form. It can be upgraded via Custom Item Rules by purchasing additional effects and counts at creation as a normal weapon for the purposes of damage.
Note: This slot may be purchased again, for the not chosen bonus
Liar’s PalaceOften under great pressure, the training of a young Shinkiro is harsh and realistic of the need to become the perfect spy, capable of not revealing secrets even under mental influences. To counter this, they are often tormented with potential techniques and taught to create an inner mind, a Liar’s Palace wherein they truly believe that they are this person and blocks out all other memories. To them, they are an innocent person.Base I: Gain: Liar’s Palace* + 1 Genjutsu Defense
Upgrade I: +2 Defense Against Genjutsu
Upgrade II: +3 Defense Against Genjutsu
Note: Liar’s Palace enable the player to lie under the influence of mental effects. It does not reduce any damaging effects.
My Mother Hits HarderOften under great pressure, the training of a young Shinkiro is harsh and realistic of the need to become the perfect spy, capable of not revealing secrets even under physical influences. To counter this, they are often tortured with the techniques used to extract information, their love ones threatened and often by their loved ones. This has often coined the phrase My Mother hits Harder, as torture from external forces and their threats are often less intense than that of the actual training.Base I: Gain: My Mother Hits Harder* + 1 HP DR
per Round (Universal)
Upgrade I: +D3 HP DR
per Round (Universal)
Upgrade II: +D3+1 HP DR
per Round (Universal)
Note: My Mother Hits Harder gives the Shinkiro the ability to remain silent, or give sass to those inflicting the most painful of torturous techniques upon them
Wind’s EdgeThose whom master the art of the cutting sting of the wind use it to hone their blade or their Ninjutsu, violently tearing down any in their path. Base I: Turn Kenjutsu/Fuuton into an AoE [+0 Kenjutsu / +1 Fuuton]
Base I: Turn Kenjutsu/Fuuton into an AoE [+1 Kenjutsu / +2 Fuuton]Base I: Turn Kenjutsu/Fuuton into an AoE [+2 Kenjutsu / +2 Fuuton]Note: Must be declared prior to the technique’s attack roll.
Gale Force WindsThose whom study further the ancient ways, unlock more deadly and straightforward methods capable of changing the most gentle of winds into brutal storms that follow through with their attack.Base I: +D2 Wind or +D1 Kenjutsu DMG
Upgrade I: +D2+1 Wind or +D2 Kenjutsu DMG
Upgrade II: +D3+1 Wind or +D3 Kenjutsu DMG
Note: This Slot again for the other bonus.
Note: Extra damage applies per hitWalk It OffEither ridiculous lucky or blessed, those of the Shinkiro are often subjected to the most deadly of training exercises, often receiving over the course of their life brutal of injuries and expected to have no medical shinobi present while undercover. Able to take care of themselves, Shinkiro are often told to ‘Walk It Off’ depending on whom they are, as some of them are blessed with the genetic make-up that is capable of repairing the damaged tissue as much altering it. Those whom are focused in self-repair are said to even be able to burn out dangerous toxins with their chakra.Base I: +0 HP Regen, Spend 4CP as a Free Action to Reduce Negative Effects Duration by 1.
Upgrade I: +1 HP Regen, Spend 4CP as a Free Action to Reduce Negative Effects Duration by 1.
Upgrade II: +D2 HP Regen, Spend 4CP as a Free Action to Reduce Negative Effects Duration by 2.
Slippery CharactersOften a popular exercise amongst Shinkiro for training is to pair two Shinkiro against each other, one whose goal is to catch, and one whose goal is to escape. This is generally done in exclusively dangerous games of ‘tag’ or by having one try to restrain the other, and the other escape from the situation they are placed in. The Adults are often caught playing this to, and by a recent decree from their rarely seen Clan Head, this is now a supervised sport so there are no more ‘accidents’. Some say this is how the jails are tested in Sunagakure.Base I: +1 Initiative and Escape
Upgrade I: + 2 Initiative and Escape
Upgrade II: +3 Initiative and Escape
Note: If arrested or captured, the ‘Escape Bonus’ doubles outside of combat.
Figment of Your ImaginationNaturally gifted in the art of stealth, the biggest challenge of the Shinkiro is to remain unseen not only by their opponents, but by other Shinkiro. Trained to hide from normal eyes, their goal is to vanish from the most trained in many situations, including when someone is watching using any means necessary to hide from and not including, enemies, allies, unsuspecting teachers and their very angry mothers. They often find this easiest to do in a large crowd and apply not only their shifting skills, but the art of quick-change.Base I:
+3 Physical or Chakra Stealth
Upgrade I:
+5 Physical or Chakra Stealth
Upgrade II:
+8 Physical or Chakra Stealth
Note: If in a crowd outside of combat, gain +2 to any Stealth Check. Capable of changing their clothes within a matter of seconds to other prepared outfits. This can be taken multiple times, but the Crowd Bonus applies only once.
Chakra Enhanced SightOften pitted against each other, those of the Shinkiro spend their whole lives constantly challenging not only themselves but others to hone their skills, the most important of which is the ability to find one another. Often paired with their dangerous game of tag, hide and go seek is a popular game amongst Shinkiro children and adults alike. Rumor amongst the Shinkiro is that the method was made by a Shinkiro Mother for finding her sons skipping from chores back in the clan’s more civil roots.Base I: +3 Chakra Detection Rolls.
Upgrade I: +5 Chakra Detection Rolls.
Upgrade II: +8 Chakra Detection Rolls.
Clever WindsOften having to deal with not only fully armored targets but chakra protections, those of the Shinkiro often use the creativity of their strikes to break through weakened parts of armor, or to slip wind through the tiniest of cracks to bust open armor or pierce thick skin. Base I: +0 HP DR Pierce Kenjutsu OR Fuuton +1 HP DR Pierce
Upgrade I: +1 HP DR Pierce Kenjutsu OR Fuuton
+D2 HP DR Pierce
Upgrade II: +D2 HP DR Pierce Kenjutsu OR Fuuton
+D2+1 HP DR Pierce
Note: This feat can be taken again for the second bonus.